WARNING!From Paul: This document is very rough. VERY rough. So rough, it may be
hard to follow. I apologize. The primary author is French-Canadian, and English is a second language for him. -- PAL, 3/95

From Webmaster: What's worse, is that this HTML is also increadably rough and the layout heinous. Sorry, I was trying to do this quick like.

(Well, so much for the pleasure ride promised by the Legion High
Command)

Centurion, the corridor to the library is blocked by another
enemy squad. We're stuck!

For Caesar's sake, we're all gonna die!

Legionnaire, get a grip! TOG's troops don't give up in front of
lowly Renegade scum.

(yeah...right! These Renegades fight like demons and won't quit.
Well, I guess the Emperor's intelligence advisors are full of
it!)

Charge, Legionnaires! Charge! Die in honour for Caesar!

Blam! Blam! Blam!

They got the Centurion.

(I feel so cold and tired...well, it looks like it's gonna be a
pretty rotten day...)

1. DESCRIPTION

Phalanx is a tactical combat simulation in the far future
where players control squads of individual infantrymen in the
struggle between the Terran Overlord Government and the
Commonwealth and its Renegade Legion allies.

For those familar with the Renegade Legion universe, Phalanx
fits, from a tactical point of view, between Legionnaire (the
roleplaying game) and Centurion (armored warfare).

Phalanx is a game for two to eight players who control a
total of two to four infantry squads. It is designed to be short
and fast paced, and uses a unique action system that allows a
high level of realism while being simple. Most games can take
approximately two hours to play.

The Basic Rules present all the information required to
play. They are designed to provide a simple and uncluttered game.
The Advanced Rules provide more realism and possibilities, and
include such topics as grenades, mines, special environment
warfare and additional equipment.

Phalanx provides for a wide range of combat situations such
as:

combat in open ground

urban combat

boarding actions in space

demolition missions

rescue missions

Moreover, Phalanx is the idea tool to use with Legionnaire
to simulate combat involving several characters. In fact, rules
are included to combine Phalanx and Legionnaire.

Phalanx uses a gridless movement and combat system that is
simple and ideal to play on either the provide maps, maps of your
own creation, the floor or other terrain systems. One inch equals
one (or two meters ???) meters and each turn represents ten
seconds of real time. Each turn is divided into ten, one second
action subphases. The subphase is the basic round of the game
while the turn is no more than an accounting tool. Each unit
counter or miniature represents one combatant.

3. GAME EQUIPMENT
Phalanx consists of the following components:

one rulebook

one Phalanx Tables Card

two map sections representing open terrain and an urban setting (??)

xx pieces of corridors, rooms, ??

one set of 207 counters representing soldiers, equipment and various markers for game functions

one Turn Number Track

one ten-sided dice

The following is not included and the players will have to
provide:

at least one ruler or measuring tape marked in inches

a rectangular sheet of paper used to determine some angles

a long piece of string to determine lines of sight

photocopies of the Squad Log included in the rule book

optional miniatures to replace the counters, if so desired

Rulebook. The rule book contains all the rules, tables,
background and examples required to play Phalanx. The last page
of the book contains the squad log which is required to keep
track of all individual combatants. You may photocopy this page
as required for game play.

Phalanx Tables Card. The Tables Card contains all the
useful tables and charts used in Phalanx for quick and easy
reference during play.

Maps (?????). Two 24"x36" map sections are provided with
Phalanx to simulate the various battle areas. Obviously, you are
free to substitute your own maps, floor or other terrain system
as a playing area.

On one side the map sections represent open countryside with
various terrain features. On the reverse side of one map is a
two-story building while the other map represents the hull and
interior of a small transport starship.

The different outdoor terrain features are:

Clear: typical open field, meadows or grassland

Symbol: light brown

Light Woods: sparse cover with some trees or other vegetation that reduces the chance to hit a target and slows movement

Symbol: figure

Heavy Woods: terrain thickly covered with trees or other vegetation that severely reduces movement and the chance to hit a target concealed in this type of terrain

Symbol: figure

Stream: a shallow water obstacle that slows movement

Symbol: figure

River: a deep water obstacle with an appreciable current and which cannot be crossed unless there is a bridge or other such route, or the unit is equipped with bounce packs

Symbol: figure

Lake: same as river

Contour Lines: Each line represents a change in elevation of three meters. Changes in elevation impedes movement and may block the line of sight (LOS).

Symbol: Figure

The different buidings/ships features are:

External Wall: heavy walls make up the outside of a building and
normally includes the top of a structure unless otherwise noted.
An external wall blocks LOS, movement and provides a decent
measure of protection againsts weapons.

Symbol: figure

Internal Wall: Internal walls make up the thinner supporting
walls of various rooms inside buildings. They are treated
similarly to external walls but provide less protection.

Symbol: figure

External Door: A heavy door separating the inside from the
outside of a building. It can be either locked, closed or open
with different effects on movement and LOS depending on the
state.

Symbol: figure

Internal Door: A light door between rooms of a building. As
external door but not as sturdy.

Symbol: figure

Windows: An opening in walls. All LOS and movement, but with
some penalties. On a spaceship they are closed and prohibit fire
and movement.

High Obstacles: Ceiling-high obstructions such as compter
panels, shelving and machinery that block movement and LOS.

Symbol: figure

Staircase:Allows movement between floors of a building. Blocks
LOS and movment unless it is in the staircase.

Symbol: figure

Elevator: As staircase but takes longer and is less tiring.

Symbol: figure

External Bulkhead: As external walls but used in spacecraft. It
is part of the hull and it is ery tough.

Symbol: figure

Internal Bulkhead: As internal walls but located on spacecraft
and not as tough as external bulkhead.

Symbol: figure

Sliding Door: As internal doors but used on spacecraft.

Symbol:

Bulkhead Doors: Starship internal doors used to seal various
sections of the ship and are very strong.

Symbol: figure

Airlock: Heavy double doors with a pressure chamber inbetween
acting as the buffer between space and a starship interior.

Symbol: figure

Counters. Phalanx included 207 die cut counters to
represent fighting units and various game functions. Some of them
are back printed to provide additional information. In the
following list, the number in brackets is the quantity of each
counter included in the game.

Unit (32):represents one combatant. Each counter is numbered and
has one Action and one End Action phase track counter associated
with it (see below). They are the basic unit of Phalanx. Eight
units form a fire team. Two fire teams form a squad. Each unit is
backprinted to represent other races. The colour of the unit
determines the race:

Turn Number Track: A turn number track is provided to keep
track of the present turn being played in a game. It is often
important for scenaro purposes.

figure

2.0 GETTING READY TO PLAY

In preparation for play, the players must complete the
following steps:

A. select a scenario or create one of your own;
B. agree on the rules to use if not explicitly dictated in the scenario;
C. setup the playing area as directed by the scenario;
D. construct all squads, if necessary;
E. separate the required counters;
F. complete a squad log for each squad; and
G. place unit counters on the map in accordance with the scenario.

Once the players are well acquainted with the rulebook, they
must determine the scenario to play. They may choose to play a
pre-made scenario in these rules or another Renegade Legion
product or to create their own. For more information on
scenarios, see the section 10.0 Scenario Design and section 11.0
Scenarios.

The next step is to select the rules with which to play. The
Basic Game has left little to be deisred in its inner workings
but it is limited to daylight, fair weather operations without
any special equipment. The advanced rules include special
equipment, environmental effects and more detailed, complex
rules. The advanced rules do not alter the action/combat system
presented in the Basic Game. As a bridge between the basic and
advanced rules, players may agree on using only certain advanced
rules instead of the complete Advanced Game. It is recommended
that players begin with the Basic Game and add advanced rules
until the complete Advanced Game is played.

Once the players choose a scenario, they can setup the
playing surface. Depending on the scenario, the players can use
the provided maps, building or spacecraft floor sections, or any
other terrain system compatible with Phalanx.

A squad is the basic combat unit and normally consists of
eight soldiers. A squad is generally divided into two fire teams
of four soldiers. To construct a squad, a player follows these
steps:

A. select the type of unit if the scenario permits this
choice. Consult the Troop Table to determine the scenario point
cost of a single squad member;

B. select the race of the unit if the scenario permits.
Consult the Race Table and determine the modifiers for the
various characteristics;

C. select the type of armor, if permitted. Consult the
Armor Table and determine the cost to outfit a single soldier.
Note the Armor Factor (AF) and any other modifiers;

D. select any weapons carried by the squad member, if
permitted. Consult the Weapons Table and determine the cost for
outfitting one soldier. Note all weapon penetrations and any
other modifiers. All troops are assumed to carry some kind of
melee weapon, such as a combat knife;

Example: John Doe, an eager player who wants to vaporize some
Renegade low life, is ready to build up his squad. The scenario,
which calls for assaulting a well defended command post, gives
him 400 points to spend on a squad. He goes through the steps
described above:

A. since Doe's troops are going against battle hardened
Commonealth troopers he decides, after consulting the troop
table, to get Combat Arms soldiers. He notes that they use a
Bounce Suit, have a -1 melee modifier but a +1 Zero-G penalty.
Combat Arms troops cost 20 points per unit for a total of
8x20=160 points;

B. being a TOG supremacist, John decides to select human
as a race. The Race Table indicates no modifiers;

C. since the Troops Table suggests a Bounce Suit for the
kind of soldier selected, John thinks that it's a good idea and
outfits his squad with it. He notes that it has an Armor Factor
of 3, has a melee protection of +2, and a cost of 1.25
metres/meter when not using the Bounce Pack. It costs John a
total of 8x20=160 points to buy his armor; and

D. John now selects his weapons. He will go for Spike
Rifles (because of their penetration) and Spike Pistols as a
sidearm (since they look neat on a man in uniform). He notes that
the Spike Rifle has a penetration of 5 and 10 rounds of
ammunition, while the Spike Pistol has a penetration of 3 and 25
rounds of ammunition. The cost for the rifles is 8x5=40 points
and the cost for the pistols is 8x1=8 points.

The total cost for the squad is 160+160+40+8=368. John still
has 32 points to spend. Maybe a few grenades would come in handy?

Once the squad specifications have been determined, the
players select counters as follows:

A. select unit counters as per the scenario. They should
all be the same colour. Note that in some instances, a squad may
have less than eight members;

B. select a number of End Action Phase counters equal to
the number of units belonging to the player. Each counter has a
number that must match the number of one unit counter;

C. select a number of Action counter as described above;

D. place the Turn Track counter on the Turn Track in box
#1;

E. place the Subphase Track counter on each log sheet;

F. select the equipment counter as purchased or as
indicated in the scenario. Place them on either the playing
surface or the squad log; and

G. have all other required counters, such as breech,
mines, etc., handy.

Example: Our friend, John Doe, now chooses counter for his squad.
He selects TOG unit counters. He then selects Action and End
Action counters that match the unit counters.

Completing the Squad Log. The Squad Log keeps track of the
actions being and to be performed by all members of a squad. It
is divided into three parts: eight unit logs, a subphase track
and the action log. Make sure you always have enough log sheets.

A Unit Log describes one soldier in the squad. Complete the
log as follows (sse figure of a completed log below):

A. Counter # - write the unit ID number in the space
provided;

B. Points (pts) - note the point value of the unit here.
The value is the total point value for each squad member
considering troop type, race, armor, weapons and equipment. In
the example above the point value is 20 (type) + 20 (armor) + 5
(rifle) + 1 (pistol) = 47 points. The point value is used for
victory determination purposes;

C. Race - indicate the selected race;

D. Armor (Armr) - indicate the armor rating used by the
unit, using the proper code from the Armor Table;

E. Weapon (Wpn) - indicate weapons used by the unit, using
the proper code from the Weapons Table;

F. Modifiers (Mod) - indicate the total to-hit modifier
for the unit as determined from the type, race and weapon of the
unit. The number on the left of the slash applies for ranged
combat and the number to the right applies to melee combat;

G. Ammo (advanced rules) - indicates the number of
magazines or rounds possessed by the unit. Check off the boxes as
as a unit expends magazines or rounds.

The Subphase Track is used to keep track of the current
subphase and the ending subphases of all units' actions. Its use
will be explained later. At the beginning of a game, place a
Subhase Track counter in the lower left hand box of the track.

The Action Log is used to keep track of each unit's action.
Action counters are used on this track, one per unit. Each action
box has a single action and a number in parenthesis written in
it. The number is required duration of the action, in subphases.
The empty action boxes on the log are provided to allow players
to create additional actions.

Once the players have completed their logs, they place their
units and any other required counters on the map as dictated by
the scenario or as agreed to by the players.

Sample Log Sheet - To Be Created

3.0 SEQUENCE OF PLAY

General. To play Phalanx, the players move their playing
pieces and roll die to determine the outcome of combat. The order
in which these actions are accomplished is regulated by a
sequence of play, as follows:

In the Initiative Phase, the players each roll a ten-sided
die. Modify the roll by the appropriate modifiers, such as race
or scenario-specific values. The player with the lowest number
decides who moves first for the entire turn.

The Detection Phase is used with the Advanced Rules. It
consists of attempting to detect hidden units.

While the turn is mostly an administrative tool, the Action
Phase, which is divided into ten action subphase, is where
actions occur. In this phase all actions are resolved, second by
second. This includes movement, combat and other various actions
such as opening doors and placing explosive charges. Actions are
determined using a point system corresponding to the number of
subphases (seconds) each action takes. Thus, an action requiring
five seconds would require five subphases to take effect and
could often extend to the next turn.

The Rout/Rally Phase is used with the Advanced Rules. It
consists of the determination of whether squads are going to
break into retreat or rout and if their leaders can use come
convicing arguements to get them back together.

The End Phase consists of advancing the Turn Track counter
by one space and verifying if the victory conditions have been
met.

All the rules pertaining to the various phases of the
sequence of play are described in the following chapters.

4.0 INITIATIVE

1. DICE ROLL CONVENTION
Phalanx requires one ten-sided die (D10) to resolve
situations such as combat. The following conventions apply:

A. the lower the roll, the better;

B. to be successful, a player must roll equal to or lower
than the target number;

C. regardless of the circumstances, an unmodified roll of
1 is always a success and an unmodified roll of 10 is always a
failure; and

D. modifiers are numbers added to or subtracted from the
die roll to convey the relative ease or difficulty of
accomplishing a task. Players substract a negative modifier,
reflecting a bonus, from the die roll. Players add a positive
number to the die roll, reflecting a penalty.

Players use initiative to determine the order in which
squads or fire teams accomplish their actions. Players determine
initiative each turn during the Initiative Phase and the results
remain valid for the next ten action subphases.

2. BEFORE THE GAME STARTS

Before the game starts, the players must decide on the
grouping of their units. This is important because each grouping
has an individual initiative die roll. A grouping can be one of
three possibilities:

A. a squad of eight soldiers;

B. a fire team of four soldiers; or

C. any other grouping as either specified in a scenario or
agreed by both players, for example a three-man starship repair
team.

Example: A scenario dictates that the TOG player must have one
squad for initiative purposes while the Renegade player may
divide his squad into two fire teams of four soldiers. So, each
turn, the TOG player has one initiative roll and the Renegade
Player has two.

Once the players decide on the groupings, the groupings
cannot change. Note that a typical scenario only involves a squad
on each side, thus only requiring one die roll per player. It is
recommended to keep track of the initiative order for all
groupings on a piece of paper from turn to turn. This becomes
more important as the number of groupings increases.

C. starting with the lowest initiative number ask, for
each grouping, if the owning player wishes to MOVE or COUNTERMOVE
with the grouping. If the grouping decides to MOVE, then the
grouping will perform actions AFTER any MOVING unit with a LOWER
initiative roll. If the grouping decides to COUNTERMOVE, it will
perform actions AFTER ALL MOVING groupings but BEFORE
COUNTERMOVING groupings with a LOWER initiative number;

D. the grouping with the highest modified initiativedie
roll has no choice. It must MOVE; and

E. the final groupings initiative order is now determined
and each group must now act in the given sequence for the next
action phase (10 action subphases).

Example: The TOG player has one squad which, according to the
scenario, must be divided into two fire teams. The Renegade
player also has two fire teams. Every turn, during the initiative
phase, each player rolls 1D10 for each team. There are no
modifiers to the rolls. The TOG player rolls a "3" and a "6"
while the Renegade player rolls a "1" and a "9". The rolls are
now put in increasing order, from lowest to highest. With that
order in mind, the players decide, for each grouping, to either
MOVE or COUNTERMOVE. In this example, the players decided as
follows:

So, applying step c. above, we get the following initiative
order (with the reason why):

Order Grouping (Roll) Reason
1 TOG 1 (3) Decided to MOVE and has a lower roll
than Renegade 2
2 Renegade 2 (9) Has to MOVE because of the worst roll,
but most do so after other MOVING
groupings with lower rolls (TOG 1)
3 TOG 2 (6) Decided to COUNTERMOVE, so it moves
after all MOVING groupings (Renegade 2
and TOG 1), but before COUTERMOVING
groupings with lower rolls (Renegade 1)
4 Renegade 1 (1) Decided to COUNTERMOVE and nobody
has a better (ie lower) roll. If this
grouping had decided to MOVE, it would
first in the order

So, for the next action phase (and its ten subphases), the
groupings would perform actions in the order above. Then next
turn, new rolls would change all that. Remember to keep track of
the order every turn.

Modifiers. There are only two modifiers allowed on the
initiative roll:

A. Race modifiers. See the Race Table. If the grouping
consists of more than one race, the majority race determines the
modifier. If there are equal numbers of races then the owning
player may choose; and

B. Leader rating. See Advanced Rules.

Ambush (Advanced Rule). If a unit or grouping are attacked by
another whole grouping (not just one soldier) that is undetected,
then the attacked unit or grouping is removed from the initiative
order and cannot do anything for the NEXT three subphase. It
also means that ongoing actions are lost.

Opportunity Fire. A unit that declared opportunity fire acts in
the order determined above until the owning player decides to
fire. At that point the unit can fire even if out of sequence.
For more information on opportunity fire, see the Action Phase,
p. xx.

NOTE: as most games only involve two groupings, usually a
squad on each side, the initiative process should be simple. The
grouping with the lowest roll only has to decide if it want to
perform actions before or after the other grouping.

5.0 ACTIONS AND ACTION PHASE

General. The action system is the core of the Phalanx game
and, for all purposes, every aspect of the game is tied to it

The action phase is based on an action point system. It
means that each different action that can be undertaken by a unit
has a point cost. The point cost of an action is the number of
action subphases (or seconds) it takes to perform it. For
example, a "Fire/Throw" action has an action point cost of 1.
Therefore, it takes one subphase, or one second, to pull a
trigger. Reloading a weapon has an Action Point cost (or "AP") of
5 since it is a more complex action. Actions are regulated by the
following principles:

A. all units perform their actions in the initiative
order;

B. all actions are simultaneous and their effects are
immediate. There are two exceptions:

1. Ranged Combat is resolved after all units have
performed their actions, and;

2. Opportunity Fire, if declared, takes place
immediately before any other unit action;

C. actions that require more than one subphase (action
point costs greater than 1) are not resolved immediately. Instead
they are resolved after a number of subphases equal to their
action point cost. The final subphase of the action is indicated
on the log using an unit's Action Subphase track counter (see
below);

D. an action is not resolved,ie its effects recorded until
its final subphase of that action;

E. if an action is not completed, i.e. the unit did not
wait for a number of subphases equal to the action cost before
performing another action, it is lost and must be performed again
from the beginning. An action is lost under the following
circumstances:

1. the unit is killed or unconscious,
2. the unit is dazed (see Combat),
3. the unit is engaged in melee (see Combat),
4. the unit is in the blast effect area of any kind of explosion, or
5. the unit decides to cancel the action ot to perform another one; and

F. actions not completed at the end of a turn are carried
over to the next turn. For example, if a unit performs a 5 point
action starting in subphase 8 of an action phase, 3 points will
be spent in the current turn (subphases 8,9 and 10) and 2 more
during the next turn's action phase (subphases 1 and 2). So, in
this case, the action would be completed in Action Subphase 2 of
the next turn.

Stacking. Unit counters may not overlap at any time. Keep
this in mind when performing movement actions.

The Subphase Track. Each squad log has a subphase track
allowing the player to know which subphase is being played. The
track is arranged as a rectangle around the outside of the squad
log. This permits the tracking of any number of turns and allows
players to carry over actions to subsequent turns since it
represents an endless loop. The track is long enough to cover
four turns before starting again.

The End Action Subphase and the Subphase Track counters are
used together to determine the Start and end point of any action.
At the beginning of the game, for each squad log, place the
Subphase Track counter on the box with START written on it in the
lower left-hand corner of the track.

1. HOW TO PERFORM ACTIONS

All actions and their costs are covered on the Action Table.
Actions are explained in greater detail below. Note that
scenarios and players may create new actions. The squad log
contains blank action boxes for this purpose. To perform an
action:

A. advance by one box the Subphase Track counter on each
squad log subphase track;

B. units perform their actions in groupings in the order
determined during the initiative phase;

C. the player of a given grouping determines the actions
to be undertaken for all units in the grouping. To do so, the
player consults the Action Table which lists all actions and
their costs. To record the action of each unit, the player places
the respective Action counter of each unit in the proper action
box, noting the cost of all actions;

D. for each unit, the player now determines the start and
end point of an action by placing an End Action Subphase counter
on the squad log subphase track. For each unit, use the End
Action Subphase counter with a number matching that of the unit.
To place the counter on the log the player must determine the
start and end point of the action.

The start point is the current location of the Subphase
Track marker. The end point is the future subphase in which the
action will actually take place. It is determined by placing the
End Action Subphase counter forward on the subphase track by a
number of subphase boxes equal to the action cost, including the
present subphase box.

Example: let's say the current subphase is number 5 of
an action phase. A unit performs an action with a cost of 3 AP.
The player places the End Action Subphase counter for this unit
on subphase box 7 on the track because the action takes place
through subphases 5, 6 and 7.

Note that for 1-point actions, the players place the
End Action Subphase counter on top of the current subphase box;

E. any unit whose End Action Subphase counter is in the
same subphase box as the subphase track counter may now resolve
the action; and

F. once the players have resolved all actions of all the
groupings, they move the Subphase Track counter one subphase. If
the counter happens to be on subphase 1, a new turn begins.

Example: The current subphase is 7 and, according to the
initiative order, it is player A's turn to perform his fire
team's actions. The fire team has three surviving members -
troopers 13, 15 and 16. Trooper 13 decides to fire at a target
(1-point action), trooper 15 decides to take cover by changing
position from standing to prone (a 2-point action) and trooper 16
will try to clear a jam (a 5-point action). The subphase track
and the action log of this troup would then look like this:

figure

So trooper 13 may now resolve its fire while the others must
wait for the proper subphase.

Crawl: self explanatory. The unit MUST be prone and can only
go forward, backward or change facing up to 45 deg at half a
meter (0.5) per subphase. Cost is 1.

Clear weapon: action required to clear weapon if it jams (see
combat). Action starts in the subphase following the jam. Cost
is 5.

Change facing: allow facing change in any direction the unit
wants. Cost is 1 if unit is not moving. Cost is zero if
combined with other movements but with the following
restrictions:

a. walking: no restriction;

b. running: facing change limited to up to 90 deg and at least
one meter must be travelled forward between facing changes; and

c. sprinting: facing change limited to up to 45 deg and at
least 2 meters must be travelled between facing changes.

Note: These restrictions carry over from subphase to subphase (ie
if a unit ended a running action at subphase 7 by a facing
change, I must travel one meter forward before changing facing
again in subphase 8, if I'm still running.

Reload (advanced rules): changing a magazine when one is empty
using the ammo rules. One magazine box must be crossed out on
the unit's log. Cost is 5.

Move: movement forward of a unit, as follows, all with a cost
of 1:

walking: 2 meters per subphase. All actions that can be combined
may do so without restriction or additionnal penalty;

Opportunity fire: allow a unit to prepare itself in case an
enemy appears in its field of fire. It is resolved as follows:

a. the player states that the unit is doing opportunity fire;

b. the field of fire for opportunity fire is 90 deg in front of
the unit;

figure

c. the cost is 2, meaning the unit firing must wait two
subphases before it can engage a target of opportunity;

d. once the cost is paid, the opportunity fire is valid until
it is either used (ie the unit fires) or the unit cancels it by
doing another action. In other words, the unit can wait for 30
subphases if it wants to;

e. at any points of a target's movement that appears in hte
unit field of fire (and that wasn't there before!!!), the unit
may elect to use its opportunity fire option;

f. there is a +1 penalty to the to-hit roll in opportunity
fire; and

g. once declared, opportunity fire allows the unit to fire out
of the initiative sequence and to resolve the fire and its damage
immediately.

Fire/throw: allow a unit to use a ranged weapon (rifle,
pistol, etc...) or to throw an object (such as grenades). Only
one weapon/object can be fired/thrown at a time. Cost is 1.

Rally (advanced rules): allow a leader to rally a grouping/squad
in rout. Cost is 10.

Position changes: position changes include going from any
position to any other. There are three position possible:
standing, kneeling or prone. A unit's position is recorded on
the unit's log using a position counter (either kneeling or
prone) in the position box of the log. A standing unit does not
require a position counter. All position changes cost 2. The
following points apply to positions:

prone: - can only crawl
- all cover is considered full cover
kneeling: - cannot move but may change facing
-change half cover into full cover

Use device (advanced rules): allow a unit to use devices as
specified in a scenario such as explosive charges, remote
control, etc...Cost is 5.

Aimed fire: action allowing a unit to carefully aim at a
target at the end of the action. Gives a -3 bonus to the to-hit
roll. Cost is 3.

Weapon/device exchange: allow a unit to change weapon (ex.: from
a rifle to a pistol) or to give a weapon/object to another unit.
In this last case, both units must be within 1m of each other,
and both units must pay the action cost. Cost is 3.

Drop/pick-up object: allow a unit to drop a weapon/object on
the ground or to pick it up from the ground or a dead/unconscious
unit. Objects dropped stay at the location where they were
dropped. For weapons (or objects not represented by a counter)
any unused counter can be used to indicate their location on hte
playing area. Cost is 1.

Leave stealth power mode (advanced rules): allow a unit in
stealth power mode to get an armor suit operational at the
penalty of being more detectable. Cost is 1.

Install explosive charge (advanced rules): allow the proper
placement of plastic or shaped charges, including their arming.
Cost is 5 for plastic and 10 for shaped charges.

Change OMNI rifle mode: action required to change the mode of an
OMNI rifle from slug to spike and vice-versa. Cost is 10.

Open/close door: allow a unit to open/close doors. Once the
action is completed, an "open door" counter is placed on the door
(or removed if the door is closed). Unless specified otherwise
in the scenario, all doors are considered closed but not locked.
Cost is 1 and the unit must be within 1m of the door.

Locked doors. Locked doors are specified in scenarios. They
require keys to be opened. Units carrying keys must be so
indicated in the equipment box of those unit's logs. Keys can be
exchanged between units or taken from unconscious/dead units.
Taking a key from a dead/unconscious unit add 4 to the cost of a
"pick-up object" action. Using a key to lock/unlock a door add 4
to the cost of opening/closing a door. Again, units using keys
must be within 1m of the door.

If a unit wants to open a locked door without a key, it must
destroy it (see combat). Once a door is destroyed, a breach
counter is placed on top of it. Opening an airlock door cost one
additional point.

Moving sideways: allow a unit to move sideways without
changing its facing. Rate is 1m per action but it can be done in
any direction. Cost is 1.

figure

Jump: allow a unit to either jump over half cover obstacles
(counters, tables, etc...) or jump on/off half cover obstacles.
Maximum width of an obstacle that can be jump over is 1m. After
any jump, a unit ends up in the kneeling position.

Dive: a dive is a special kind of jump...head first. It
allows greater distances than the jump and can be done over half
cover obstacles uf up to 2m in width. A diving unit ends up in
the prone position. The distance dived depends on the type of
move before the dive:

- no move or walking: 2m
- running: 3m
- sprinting: 4m

Open airlock: the full open airlock sequence consists of 5
actions:

a. "open door" action (at +1 point);
b. move into the airlock;
c. the open airlock action at a cost of 10 to allow for pressurization/decompression;
d. another "open door" action (at +1 point); and
e. move out of the airlock.

Airlock doors close automatically as soon as the units
exits/enters the airlock.

Call fire mission (advanced rules): allow a squad leader to
call a fire mission such as mortar rounds or missiles in support
of his/her operations. Cost is 10.

Call elevator: allow a unit to call for an elevator. See below.

4.ODDS AND ENDS

What follows are some more specific points on the action process.

Actions that can be combined. Movement can be combined with some
actions at either no cost in action points or with additional
cost as indicated on the Action Table. Below is a summary of
action combinations and their cost:

Only one move and one action may be combined at any given time
(example: "running" can be combined with "drop object", or
kneeling may be combined with reload, etc...). All combinable
action and their additional cost, if any, are indicated on the
Action Table. On the log, only the combined action, NOT the
move, is indicated.

Multi-story buildings. Obviously, in the future, there will be
tall buildings and people will want to go up and down building
floors because it is a good aerobic workout. Each floor in
PHALANX is considered 3 meters high. There are two ways to
change floors in PHALANX:

1. Stairs. Obviously, a stair symbol on one floor must
coincide with another one on the next floor as teleportation
stairways are not yet invented. The cost of going up/down stairs
is 5 AP per floor and this action count as a move and may be
combined normally with combinable actions. Two or more units in
a stairway may engage in melee or ranged combat, but nobody
outside the stairway may engage them.

2. Elevators. They are used like a stairway with the following
differences:

a unit must do an "open door" action before entering AND exiting
an elevator

elevators require 2 AP per floors (instead of 5)

the first time an elevator is used during a game, the floor is
is located at is determined randomly (or as specified in the
scenario). Use a d10 to determine the elevator location. For
example, on a two-story building a roll of 1-5 indicates the
first floor while a roll of 6-10 indicates the second...you get
the idea.

other actions may be accomplished during the moves from one
floor to the next

to call an elevator, a unit must first do a "call elevator"
action (cost 1 AP). The unit must be within one meter of the
elevator. The waiting time for the elevator to arrive is 3 AP
per floor separating the start and end floors (ex.: it would take
9 subphases for an elevator to move from the fifth to the second
floor of a building (5-2=3 x 3 AP per floor = 9). An elevator
stay at the floor at wich it stopped until called by a unit on
another floor.

Rout/rally phase (advanced rules). If using these rules,
remember to check moral every 12 turns and rally every turn, if
the leader is trying to rally his troops in the first place.

5.RACES

The table below gives the game characteristics of the various
races in the RENEGADE LEGION universe. They are described in
more details later in this book.

NOTES:
Move: first number is the movement distance modifier when
walking (in meters); the second number is for running; and the
third for sprinting.
Initiative: initiative roll modifier. This implies that at
least half of a grouping/squad is of a given race.
Armor: modifier to the unit armor factor.
To-hit: modifier to the fire/throw to-hit die roll.
Leader: modifier for all die rolls involving leadership
(advanced rules).
Melee: die roll modifier to resolve melee actions.
Remember that, except for the armor modifier, a positive modifier
is a penalty while a negative one is a bonus.

6.0 MOVEMENT

Movement, as we have seen before, is nothing new in itself; it is
just one of the many action available to the various units.
Since all the possible movement actions have already been
discussed, this section will deal on movement resolution using
Phalanx gridless movement system. Movement actions include
crawling, walking, running, sprinting, jumping, diving, move
backward, move sideways and change facing.

Using a gridless system makes movement very simple. You just
have to remember that Phalanx is played on a scale of one meter
per inch and that all movement is forward, except for the "move
sideways", "move backward" and "change facing" actions. To
perform a movement action, use the following procedure:

a. determine the movement action desired (running, walking,
etc...);

b. get a ruler in inches (am I spoon feeding you or what?);

c. put the corner of the ruler located at zero inch on the
"head" of the unit (the head is the "round dot" in the middle of
a unit counter);

figure

d. point the ruler in the desired direction of movement. For
forward AND backward movement the ruler must pass between the
legs of the unit symbol. For sideways moves, the ruler may point
anywhere else;

figure

e.determine the distance travelled. To do so, you take the base
distance travelled for the type of movement selected (ex.:
walking = 2 meters). You then adjust this distance with the race
modifier (see Race Table). The given result is the maximum
distance that could be travelled on clear terrain;

f. follow the move along the ruler to determine the end point
(remember: 1 inch = 1 meter) and adjust for varying terrain.
Terrain is taken into account as follows:

1. when entering a new terrain type, consult the Terrain Cost
Table. It gives you the cost in meters for each meter travelled
in a given terrain type (ex.: travelling in heavy woods cost 2
meter per meter, meaning that every meter travelled through heavy
woods count as 2 meter toward the total movement (as determined
in e. above). The table also cover further movement restrictions
for each type of terrain,

2. for each FULL meter of a given terrain, the cost indicated
must be added to the current unit's movement. Movement stops
when the costs of all terrain types travelled through add up to
the base movement determined in e. above. IF A UNIT DOES NOT
HAVE ENOUGH MOVEMENT LEFT TO COVER THE COST OF THE NEXT FULL
METER, IT HAS TO STOP, and

3. if the next meter to be travelled is a mix of terrains (such
as a boundary between light woods and clear terrain), the terrain
cost is at the choice of the moving unit. The only exception to
this are elevation costs. ANYTIME a unit's movement crosses a
contour line, the proper cost must be paid; and

g. place the unit's counter at the end of the allowed movement,
the head of the unit centered at the new location and with the
proper facing.

Note that a unit does not have to travel its full movement of the
appropriate movement type. However, a unit doing so cannot carry
unspent movement over to the next subphase. For example, if
Sylvester Seagal, the Renegade superhero and savior of liberty,
decides to sprint 5 meters when he could have travelled 6 meters,
that's no problem...but that meter he didn't use is lost for ever
and ever.

Also, the effect of elevation change and other terrain are
cumulative as are the effects of light woods in water (in other
words, a marsh).

The movement restrictions (NOT THE COSTS)used are those of the
most restrictive terrain travelled. For example, if Sylvester
moves through heavy woods and clear terrain, the heavy woods
restrictions would take precedence over those of clear terrain,
as heavy woods are more restrictive. Thus, Sylvester could not
run or sprint on its next move.

Movement example: Sylvester Seagal, in the great movie Rambo
10,314 (this is year 6000, remember) decides he must run after a
bad guy. So, it is a running action. Seagal is a human and,
after consulting the Race Table, we find that a human has no
movement penalty nor bonus. We also know, from the Action
section that running allows a base movement of 4 meters (or 4
inches, in game terms). The figure below summarizes the whole
move:

figure

Seagal could travel up to 4 meters on clear terrain. The first
full meter travelled is in light woods, so it costs him
(according to the Terrain Table) 1.5 meters per meter. Thus,
after the first meter moved there is only 2.5 meters of movement
left. The next meter is a mix of light woods and clear terrain.
Sylvester, not being as dumb as his acting, decides to consider
the next full meter as clear terrain. So far we have used up 2.5
meters of our move and we have 1.5 meters of travel left.
Unfortunately for our cosmic stud, the next full meter contains a
contour line, which cost 2 meters per meter. That means that
Sylvester must stop his movement after travelling 2.5 meters,
since he does not have enough movement left to travel the next
full meter. That leaves him brooding bitterly why he cannot
teleport, as in any decent TV series.

Terrain Table
TERRAIN TYPE COST (m/m) DET/FIR MOD RESTRICTIONS
Clear/Floors 1 0
Light Woods 1.5 +1 10m max No sprint
Heavy Woods 2 +3 3m max No run,sprint
or dive
Stream 2 0 No sprint
River/Lake Prohibited 0 Require
bouncepack
Marsh 1 meter +1 1m only, no run
+ sprint
Up Slope (1 lvl) 2 0
Down Slope (1lvl) 1 0 Bouncepack not
affected
Up/Down Slope(2+) Prohibited 0
The DET/FIRE MOD column indicates the die roll modifier when
firing to a target from such a terrain, or to a target in such a
terrain. It also applies to target detection attempts (advanced
rules). Notice that for heavy woods, a target can neither be
seen or detected if there is more than 3 meters of heavy woods
between the firing unit and its target. A similar restriction
apply for light woods (10 meters).

BOUNCE PACK

A bounce pack is an antigrav unit worn by a soldier to negate
his/her weight, and allows him/her to move at high speed. Since
most regular infantry units use them, they will be appreciated by
players since bouncepacks simplify movement considerably.

3.there is no restriction on how many contour lines per meter a
bounce pack unit may cross (ie can go up/down any height;

4. in light woods, it travels as a non-bounce pack equipped
unit on clear terrain, although the sprinting restriction still
applies (ie a bounce unit pays a cost of one meter per meter and
can thus walk 2 meters or run 4 meters in light woods); and

5. it ignores any armor movement penalty (see Armor Table).

However, the bounce pack has the following limitations:

1. it travels like a normal unit in heavy woods (with all the
costs and restrictions it implies);

2. because of inertia, a bounce pack unit must accelerate and
decelerate. This means such a unit must walk for a subphase
before running and run for a subphase before sprinting. The
reverse is true...

A bounce pack unit has a limited flight capability. It can enter
a building through a window up to six stories high. Moreover,
race modifiers (either negative or positive) are ignored with a
bounce pack).

A unit may elect not to use the bounce pack, but it must be
stated before any move. In such a case, all moves are resolved
as normal.

7.0 COMBAT

Hey! Don't despair! Here comes the fun part: how to erode
somebody's metabolism beyond structural integrity using a healthy
dose of entropy. In simpler words, we will learn to resolve
combat. There are mainlt to types of combat in Phalanx : Ranged
Combat (using anything that is fired or thrown); and Melee Combat
(when it gets real close and personal).

Due to the small space and time scale of Phalanx, the following
assumptions were made:

-There is no need to account for range (the effective range of
most weapons is of the order of a few hundred meters while most
Phalanx unit will be within 50 meters of each other); and

-There is no need to account for ammunition or power (most games
would be over in about 3 minutes of game time, after which most
units would be floating in pools of blood, their magazines still
half full).

1. RANGED COMBAT

Resolving ranged combat is relatively simple. Just use the
following procedure for every unit firing at another one:

a. select a target;

b. determine if the target is within the field of view/fire of
the firing unit;

c. determine if the line-of-sight is blocked. If it is
blocked, you cannot fire, if it is not, then carry on;

d. determine the modifiers to the to-hit die roll. These
modifiers include the modifiers from the Modifier Table, and
modifiers for race, troops and weapon types. Add all the
applicable modifiers to find the final to-hit die roll
modifier;

e. roll a dice and apply the final modifier found in d. above.
If the cumulative result is "7" or less, it is a hit. If not, it
is a miss. keep in mind that an unmodified roll of "0" is an
automatic miss while an unmodified roll of "1" is an automatic
success. Remember also that a positive modifier is a penalty and
a negative one is a bonus;

f.determine damage by comparing a weapon's penetration against
the target's armor; and

g. apply damage and its effects as required.

2.TROOPS

The table below summarizes the types of troops available in
Phalanx, their cost and their combat attributes:

Combat arms troops are the typical, regular, first line
infantryman. They are well equipped and operate on the ground.
Marines are space combat specialists and are used in drops from
orbit (using drop pods) or in ship boarding actions.
Insurgency/counter-insurgency troops are special forces troops
and guerrilla warfare specialists, among other things. Technical
troops include all non-combat military personnel, such as supply
people, technicians, ship's gunners, etc...Civilians are meaty
and tasty targets. Penal troops are made of TOG dissidents and
are used as sandbags in front of TOG regular troops.

The suit column on the table describes the type of armor worn by
a given troop type (see Armor Table).

The cost column indicates how many scenario points must be spent
to acquire one unit (ie one soldier) of a given troop type.

The to-hit column indicates the bonus/penalty modifier to hit a
target during ranged combat for a given troop type while the
melee modifier is used to resolve melee combat. The Zero-G
column gives the modifier used to resolve actions in zero gravity
environments.

3. WEAPONS

The table below summarizes the weapons available in PHALANX and
their attributes. They are described in more details in the
Technology Section.

A light infantry suit is basically light flak protection that
covers the whole body. It is used by garrison/security troops.
It has a good integrated sensor suite. Marine and bounce
infantry suits are state-of-the-art combat armor with heavy
ballistic protection, bouncepack and extensive sensor suites.
They are also rather clumsy due to their bulk. Marine suits are
used by marine units operating on the ground. Tank suits are
used by vehicle crews (such as grav tanks). They have no sensors
and do not protect the legs. The ranger suit is a Commonwealth
gadget that is very rare and very costly. It is a stealth suit
that uses the chameleon principle to blend with its environment,
making a unit very hard to detect or to shoot at. They are used
by reconnaissance units. They should appear very rarely in
Phalanx and even then, no more than two units in a squad should
wear one. The space naval suit is basically a sealed flight
suit. It can be worn in deep space during emergencies (when
using a helmet...). It has no sensors. The standard space suit
is the normal suit used in deep space and it has no sensors. The
marine zero-g suit is an armored space suit used by marines for
shipboarding actions. The bouncepack is replaced by a thruster
unit that allows a unit to maneuver in space. It has a
comprehensive sensor suite but is a very bulky gizmo.

The code column on the Armor Table indicates the abbreviations
used on a unit's log to indicate the type of armor worn by that
unit.

The armor column indicates the armor factor of a suit. It is
used to determine the amount of damage taken by a unit
successfully hit by a weapon.

The melee prot column gives the modifier (penalty) incurred by
somebody trying to hit a unit wearing a given armored suit when
engaged in melee combat.

The move column indicates the movement cost, in meters per meter,
of a given suit due to its bulk. Apply tha penalty as per
terrain modifiers.

The bounce column indicates the availability of a bounce pack for
a given suit.

The cost column, as usual, gives the cost in scenario points to
equip one unit with a given armored suit.

The detection mod column indicates the detection die roll
modifier to a unit wearing the given suit when it is trying to
detect other units. It is a rating of the suit's sensors and is
used with the avanced rules.

5. FIELD OF VIEW/FIELD OF FIRE

The field of view and field of fire of a unit (they are the same)
lie 180 deg in front of a unit, taken at the front edge of a
unit's counter (see figure below). The use of a ruler or sheet
of paper is recommended when in doubt. This means that a unit
can see and fire at everything in this 180 deg front arc if the
line-of-sight (see below) is not blocked the target units have
been detected (see advanced rules). A target does not have to be
completely into the field of view to be seen. It just have to be
in contact with the edge of the arc.

figure

6. LINE-OF-SIGHT (LOS)

To be able to fire at a target in its field of view, a unit must
have an unobstructed view, or line-of-sight (LOS), to the target.
To determine the LOS to a target, take a ruler or a piece of
string and used them to connect the firing unit to the target,
from head to head (see figure below)

figure

If any kind of obstacles crosses the LOS (even by a milimeter),
the LOS is either blocked or there is a penalty incurred during
firing and detection attempts. The kinds of obstacles having an
effect on the LOS are summarized below:

Obstacles that BLOCK the LOS

walls/bulkheads of any kind

closed doors

high obstacles (shelving units, column, etc...)

more than 3 meters of heavy woods

more than 10 meters of light woods

windows, if target is kneeling or prone

half cover (see Modifier Table) if target is kneeling or
prone and IS NOT attemping to fire/detect in the firer's
direction (if so, see below)

full cover (see Modifier Table) if the target is not trying to
fire/detect in the firer's direction

elevation/dead zones (see below)

Obstacles that incur a PENALTY to detection/firing if crossing
LOS

light woods (less than 10 meters)

heavy woods (less than 3 meters)

window (target standing)

half cover (target standing or firing/detecting in firer's
direction)

full cover (if target firing/detecting in firer's direction)

All the modifiers that apply to obstacles incurring a penalty are
described in the to-hit resolution below. Again, If the LOS is
blocked, the target cannot be fired at.

Elevation. Elevation is a special case. Any elevation (a hill,
for instance) between a firing/detecting unit and its target will
block the LOS if the elevation is higher than any of the highest
of the two units. Again, remember that a level of elevation is 3
meters high

figure

Dead zones. Any elevation change of two levels or more ( ie two
or more contour lines in a given meter) will create a dead zone.
A dead zone BLOCKS the line-of-sight of a unit in the dead zone
or to another unit trying to see it. Obviously, a dead zone is
present only if the LOS crosses more than two contour lines in a
given meter. The dead zone extends 3 meters for each contour
line crossed. For example, if a LOS crosses 3 contour lines in
less than one meter, the dead zone beyond is 3x3= 9 meters.

NOTES:
1. A dead zone is negated if two units are within one meter of
each other and are within one meter of the contour lines creating
the dead zone.

2. A unit within two meters of the low part of the contour
lines creating a dead zone has an infinite dead zone in that
direction.

3. a one-level elevation change never creates a dead zone.

Here are some line-of-sight examples to clarify this topic:

figure

figure

figure

7. RANGED COMBAT RESOLUTION

Once a unit has determined that a target is within its field of
fire and that the line-of-sight to this target is clear, the unit
may now pull the trigger. The rule to determine if a unit has
hit the target is very simple:

YOU HIT WITH "7" OR LESS ON A D10

Unfortunately, there are some small prints. The die roll
mentionned above is modified by a whole bunch of, guess
what,...modifiers! Have a look first at the Modifier Table (see
below or look at the Charts and Tables card), then modify the die
roll by ALL applicable modifiers. All modifiers are cumulative.
After all modifiers have been applied, you get the net roll. If
the net roll is "7" or less, YOU HIT! If above "7"... you wasted
ammo (wasted ammo is taken out of your pay). By the way,
modifiers are applied to the to-hit roll, NOT the base to-hit
number. What follows is the listing of all modifiers used in
Phalanx:

Rate of Fire. A unit can only fire twice per turn (ie per 10
subphases). A unit cannot fire in two consecutive subphases.
The only exception is automatic fire (see advanced rules).

Jamming. If a player rolls an UNMODIFIED "1" when attempting a
to-hit roll, there is a chance of a jam. In such a case, the
player rolls the dice again. If he rolls a "1" or a "2", the
weapon jams. The weapon will not fire again until a "Clear
Weapon" action has been completed. For all of you smart alecs
who tells me that laser pistols/rifles cannot jam, just assume
that the weapon's power pack connection is loose and needs to be
reseated (gotcha!).

Ranged Combat Resolution Example:

John Doe is having a rather lousy evening on the battlefield. He
decides then to fire at an enemy unit just to relax a bit. John
is prone and wears a bounce infantry suit. Since it is night, it
is rather dark outside. His target is in 4 meters of light
woods, walking and unaware of its faith. So, if we look at the
Modifier Table, Joe has a -2 bonus because he wears a bounce
infantry suit (with fire control), and a -1 bonus because he
fires prone. From there, it's all downhill. He has a +1 penalty
for firing at night in a power suit, a +1 penalty because the
target is walking and a +3 penalty because the target is in light
woods (less than 10 meters). Thus, the total modifier is:

-2-1+1+1+3 = + 2 modifier to the to-hit die roll

John rolls a "4". A "4" +2 (the modifier) = 6. Since "6" is
smaller than "7", john hits, the target is turned into a bloody
pulp and John feels a whole lot better.

8. DAMAGE RESOLUTION

Once a hit has been achieved on a target, damage must be
determined. It is done by comparing the penetration factor of
the weapon to the armor factor of the target. Each unit has four
"hit points", which are indicated by four boxes on the unit's log
(under the "wounds" heading). Each box corresponds to a
different wound level which indicates how badly injured a unit is
depending on the letter indicated in the box.

There is another effect of hits that is not indicated on the log
but are also important: the "Dazed" effect

What follows is a summary of the effects of the various wound
levels on a unit's performance:

1. Dazed. This happens anytime a unit is hit by a weapon, even
if the weapon does not penetrate the armor. A "dazed" counter is
placed on the subphase track as if the unit was doing a 3-second
action, starting the NEXT subphase. So, a dazed unit:

loose the action it was undergoing at the time

cannot do anything for the next three subphases, except going
into the prone or kneeling positions

"Dazed" results are not cumulative and don't aggravate the wound
level of a target. It means that if a unit gets dazed three
times in the SAME subphase, it will be dazed for three subphases,
not nine. It also means that if a unit has a light wound and
receives 2000 dazed results in a subphase, the unit still has a
light wound (it did not get worse). Dazed results are not
affected by dazed results fromprevious subphases (ie if a unit
has been dazed two subphases earlier and receives another dazed
results, too bad; that unit will be dazed for three more seconds
starting the next subphase).

Victory points. Damaged units count for partial points for the
side inflicting the damage when comes the time to determine if
victory conditions are met at the end of a game (for more details
see the Scenario section):

Dazed unit: 0 point

lightly wounded unit: 1/10 points

Moderately wounded unit: 1/4 points

Seriously wounded unit: half points

Unconscious unit: 3/4 points

Dead unit: full points (obviously)

But how do I get those neat damage levels? To find out, just
follow this procedure:

a. ensure you hit the target;

b. once you have a hit, determine the number of damage levels
("hit point") inflicted to the target, using this formula:

-The PF is taken from the Weapon Table while the AF is taken from
the Armor Table.

The resulting number is the number of wounds inflicted to the
target. If the result is zero or negative, no damage is
inflicted (but remember that the target still gets dazed).
Exception: on an unmodified to-hit roll of "1" (automatic
success), a weapon who would normally not have penetrated still
inflicts one wound level;

c. Take the number of wound levels inflicted (from b. above)
and check off that many wound boxes on the target unit's log,
starting from the left (ie starting with the "L" box first, then
the "M" box, and so on). If the unit had already received
previous damage, start at the first unchecked wound level box.
You may check the box any way you want, using an "x", a checkmark
or a smiley (although this last option is not recommended). For
example, if a unit already had a moderate wound (moderate wound
box checked off) and takes another wound level, the next box on
the log to be checked off would be the "S" (serious wound) box;
and

d. the latest wound box checked off (or, if you prefer, the
checked off box the most to the right) represents the actual
wound level of the unit. The wounded unit's player must now
apply the proper wound level penalties, as described above.

Damage Resolution Example. A unit, using a spike rifle
(penetration 5, as taken from the Weapon Table), successfully
hits another unit (the target). The target is human (ie no
racial armor modifier), wears a bounce infantry suit (armor
factor 3, as taken from the Armor Table). The target unit
received a light wound earlier in the fight, so the wound boxes
on its log, before the damage is applied, should look like this:

L M S U D

We may now apply the formula:

Wound Levels = PF - AF = 5 - 3 = 2 wound levels

So, going back to the target's log, we check off two more wound
boxes, starting at the box next to the light wound box. The log
now looks like this:

L M S U D

The checked off box most to the right is the "S" box. The target
unit now suffer from a serious wound, which implies that:

it is dazed for the next 3 subphases

it has a +3 to-hit penalty in ranged and melee combat

it must pay an additional cost of +2 action points for any
action that is not a move or a fire/throw action

Zero gravity combat (fighting in an environment without gravity;
not to be confused with vaccum), involves fighting in deep space
or aboard starships. Zero-g combat (for short) situations should
be rare since all starships have gravity controls. Zero-g
conditions would arise either because a ship is so badly damaged
that its gravity controls are destroyed; or simply because
gravity compensation was turned off, maybe to slow down
"uninvited guests" like fully trained bloodthirsty marines.
Zero-g conditions will either be specified in a scenario or
agreed upon by players before a game starts.

Even then, zero-g operations are not as bad as they sound. Since
everybody uses some kind of magnetic footwear to hold them to the
floor, we can assume that people won't be flying all over the
place. However, zero-g conditions do impose the following
restrictions:

-in zero-g environments, there is a possibility that any action
attempted will fail. For every action attempted by a unit, a die
roll is made. On results of "9" or "10", they action failed and
is lost. It must be tried again the next subphase. This check
is made only ONCE per action, no matter how long it is, at the
beginning of the action. The roll is modified by the troop type
zero-g modifier (see Troops Table).

-units firing spike rifles and caseless weapons have an
additional +1 penalty to the zero-g roll

-a unit cannot sprint in zero-g

-slug weapons and OMNI rifles (in slug mode) cannot be used in
zero-g

-a "jump" action covers twice the normal jump distance

-bouncepacks cannot be used in zero-g

-a "dive" action proceeds at the normal rate...except that the
dive goes on until the unit diving:

1. hits a full cover obstacle (wall, door, column). After
impacting, the unit is dazed

2. hits another unit. After impact, both unit are dazed and
end up in the prone position

-melee combat is resolved at +1 penalty in zero-g

10. MELEE COMBAT

Melee combat is where it gets real personal. If you are out of
ammo or, more simply, want to inflict pain with your bare hands,
well, melee combat is the solution. Melee assumes armed combat
with bayonets on rifles (when a unit still carries a rifle) or
using combat knives (when the weapon is dropped/lost). It is not
likelt to include fist fights since most units wear armor, which,
in turn, would make a fight rather slow and painful. Resolving
melee combat is simple...to engage in melee is where it can get
complicated.

To start melee combat. First, to start a melee, a unit (the
attacker) must move within 1 meter (ie 1 inch) of an enemy unit
(the defender) and face that unit. This means that the defender
should be in front of the front edge of the attacker's counter.
The figure below should clarify the situation:

figure

Second, the attacker must state that he wants to engage the
defender in melee. At this point, the defender loses any ongoing
action. If the defender had not performed his action for the
subphase yet, or if it was not performing an ongoing action,
there are only two options open to the defender: engage in melee
or avoid the fight. For example, if a unit was in the second
subphase of a reloading action (a 5-point action), then the
action is lost if the unit is engaged in melee.

Then, if the defender is up to the challenge, there are two
situations possible:

a. the defender had already performed its action for the
subphase (ungoing or not) when it was engaged in melee. Melee
combat will start the next subphase. The defender's facing is
changed so as to face the attacker at the beginning of the next
subphase. This facing change is considered part of the melee
action; and

b. the defender still had to perform its action (ongoing or
not) for the subphase when it was engaged in melee. The defender
must change its facing to face the attacker in the present
subphase. Melee starts next subphase.

Avoiding melee. The other option available to the defender is to
avoid melee altogether. Again, there are two situations
possible:

a. the defender had already performed its action for the
subphase (ongoing or not) when it was engaged in melee. The
defender must wait for the next subphase to try avoiding melee.
Then, the next subphase, melee starts. To avoid melee, the
defender must roll "5" or less on a d10. This roll is modified
by the troop type and race melee modifiers (see approriate
tables) of both the defender AND attacker. Keep in mind that the
attacker's modifier changes sign in the process, ie, a -1
attacker's troop melee modifier becomes a +1 on the defender's
melee avoidance roll. If the modified roll is "5" or below, then
the defender has avoided melee successfully. It must now perform
any movement action that will bring it beyond one meter of the
attacker. HOWEVER, the attacker gets one FREE MELEE ATTACK, at
the cost of only 1 action point, before the defender gets out of
the way. If the modified roll is over "5", then a full melee
action (paid by both protagonists) proceed as normal. The
defender, or the attacker, may not try to avoid melee again until
the end of this melee action (5 subphases); and

b. the defender still had to perform its action (ongoing or
not) for the subphase when it was engaged in melee. All the
defender has to do in this case is a any movement action that
will put beyond on meter of the attacker. The melee avoidance is
automatic (no die roll) and the attacker does not get a free
attack.

Obviously, if both the attacker and the defender want to avoid
the fight, then melee ends automatically. If an attacker wants
to re-engage a defender that successfully avoided a melee, it
must start the process again from scratch, ie, get within one
meter of the defender, facing it.

Example. During a subphase, a bounce infantry unit (the
attacker) moves within one meter (one inch) of a technical
trooper (the defender), facing it. The attacker then states it
wants to engage the defender in melee. The defender, who had
already performed its action for the subphase, was at the third
subphase of a "Use Device" action, which last five subphases (he
was installing an explosive charge). Since it was an ongoing
action, it is lost and melee starts next subphase.

Next subphase, melee starts. Knowing its limits, the defender
states it dearly wants to avoid melee combat. A technical troop
has a +1 penalty in melee while a bounce infanteer has a -1
bonus, which becomes a +1 on the defender's avoidance roll (see
Troops Table). Both are human and thus, they do not have race
modifiers. So, the defender rolls the dice and gets a "2", +1
for technical troop and +1 for bounce infantry. The total result
is then a "4". Since it is below "5", the technical trooper
avoided melee successfully. It now execute a 90 deg facing
change and run away (4 meters). Unfortunately, before it can
disappear, it must face a free attack from the attacker...

NOTE: if a unit is engaged by multiple attackers, it must avoid
them all one by one.

Melee Combat Resolution. Once it has been determined that melee
will occur, melee combat resolution is simple. Just follow the
procedure below:

a. all melee actions cost 5 action points to both the attacker
AND defender;

b. melee combat is resolved at the last (fifth) subphase of the
action;

c. melee is resolved simultaneously for both opponents, at the
end of the subphase, ie, after every other units completed their
actions. This means that units engaged in melee DO NOT follow
the initiative sequence;

d. to resolve melee combat, both the defender and attacker roll
a dice. On a roll of "5" or less, the melee action is
successful, otherwise, it fails. The rolls are modified by the
race and troop type melee modifiers (see appropriate tables), the
wound level modifier (see ranged combat damage resolution) and
the armor melee modifier (see Armor Table). Note that the armor
melee modifier is applied as a penalty to a unit's opponent's
roll, not to its own melee roll. As usual, an unmodified roll of
"1" is an automatic success, while an unmodified "0" is an
automatic failure;

e. if the melee action is successful, only one wound level is
inflicted upon a unit's opponent, no matter what. A unit hit in
melee is never dazed but its opponent gets a -1 bonus on its NEXT
melee action. Otherwise, the effects of wounds are the same;

f. a player may elect to defend (parry) during melee instead of
attacking. In that case, such a unit does not make a melee roll
but an opponent trying to hit it suffers a +3 penalty. If a unit
elects to defend when facing multiple attackers, it may divide
this +3 defence penalty among any of the attackers. For example,
a unit facing three attackers could give a +1 penalty to each of
the attackers, or a +2 penalty to one, +1 to the second and +0 to
the third, etc...; and

g. only one target may be engaged per melee action.

11. HOW TO DESTROY OBSTACLES

There is always a time when stupid inanimate matter stands in the
way; so it must be destroyed. Resistance is futile, you will be
recycled...

The rules below apply to either create a man-sized breach (one
meter wide) in walls and bulkheads, to destroy a door so it is
cosidered permanently opened, to destroy two square meters of
counters, machinery, shelving,etc... or to destroy one furniture
object (a table, a chair, etc...).

Remember that obstacles may provide cover and block the
line-of-sight until they are destroyed.

Obstacles destruction is resolved like ranged combat (field of
fire, line-of sight (LOS), penetration and armor factor, etc...)
with the following exceptions:

a. if a targetted obstacle is within the field of fire of the
firing unit and if the LOS is not blocked, hits against it are
automatic; and

b. like a unit, an obstacle must take five wound level before
being destroyed. However, there are no intermediate effect to an
obstacle such as light, moderate and serious wounds. It means
that an obstacle is standing proudly until it has taken five
hits.

The table below lists the Armor factors for the most common
obstacles:

When a door is destroyed or a breach made in a
wall/bulkhead/machinery/airlock, a breach counter is place at the
proper location. In the case of furniture, consider it gone.

Wall and door penetration. When a weapon does penetrate, ie,
when a wall/door takes a fifth hit, any unit beyond the obstacle,
along the line-of sight from the firing unit to the obstacle and
within one meter from where the breach occurs is subjected to an
attack if the penetration of the weapon minus the armor factor of
the obstacle is equal of greater than two (PF - AF >= 2).
The attack is resolved normally, at a +3 penalty, BUT NO OTHER
MODIFIERS ARE APPLIED. If a hit is achieved, the damage is
resolved a normal but at one penetration factor less for the
given weapon. For example, a spike rifle with a penetration of 5
would only have a penetration of 4 beyond a breach, noting that
such a weapon firing at an obstacle with an armor factor of 4 and
above would not result in an attack to a unit beyond the breach.

NOTE: if the penetration of a weapon is equal to the armor factor
of the obstacle, 1/2 wound level is inflicted to the obstacle.
If the armor factor is greater than the penetration, the obstacle
cannot be destroyed by that weapon.

8.0 END PHASE

At the End Phase. the only thing there is to do is to advance the TURNTRACK counter to the next turn's box.

9.0 ADVANCED RULES

The advanced rules section is there to provide more realism to
the basic Phalanx game. They deal with such concepts as special
equipment, explosives and area effects weapons, special
environments, detection and ammunition, among others. All the
advanced rules may be used at once, or selectively, as mutually
agreed by all players. At times, some of these rules may be
required by a scenario. Keep in mind that some of these rules
must be applied in conjunction with other advanced rules. For
example, automatic fire rules must be used along the ammunition
rules. Anyway, explore and have fun.

1. DETECTION

At the beginning of the game a unit may elect to go into hiding.
A unit in hiding is not visible to an enemy unless the enemy was
successful in detecting it (see below). Hiding of units will be
allowed under the following conditions:

-as specified in a scenario,

-at a cost of +25% of the hiding unit's value,

-at a cost of 150 points to hide one's total forces, and

-as agreed by the players.

Hiding at the beginning of a game. To put units into hiding, the
procedure below is followed:

a. the player not hiding units must leave the room to allow the
hiding of units in secrecy;

b. the owner of the hiding units places such units' counters
where he/she wants them on the playing area, including their
proper facing. The units are then covered with another counter
to hide the nature of the unit (any counter would do, although
using another unit counter could lead to confusion);

c. for every hidden unit, the owner of the hiding units may
place up to two other "decoy" counter piles (of any two counters)
randomly on the map. This is to make it harder on the other
player as he/she won't know which sets of counters represent
units in hiding or which ones are decoys. This avoids trooper
homing in on undetected units just because they see a pile of
counters on the map.

Example: Joe Bloe wants to hide three units on the map. First he
asks his opponent, Bob, to leave the room and take a hike. He
then places his three units where he wants them on the playing
area. He then covers each unit with another counter, such as a
breach counter, an action marker, or an open door counter. Joe
can then place up to six other (3 units, times 2) two-counter
piles anywhere on the playing area to confuse the enemy player,
dear Bob; and

d. The other player may come back and start hiding his own
units, if applicable.

Detection. During the detection phase, units on both sides (if
applicable) may try to detect enemy units in hiding. Every unit
on the map, except those in hiding, may do a detection attempt.
The order in which the detection attempts are resolved is up to
the players. Here is the detection procedure:

a. a unit must state it is trying to detect units;

b. a unit can only try to detect hiding units that are in its
field of view and for which there is a clear LOS;

c. for every potential hiding unit pile (ie, including the
random decoy piles), starting from left to right of the detecting
unit's field of view, a d10 detection roll is made, modified
using any applicable modifiers as listed below;

d. on a modified roll of "5" or less, the unit is detected. An
unmodified roll of "1" is an automatic success, while an
unmodified roll of "O" is an automatic failure;

A note on modifiers. Any modifier that applies directly to a
hiding unit and that the detecting player cannot normally know
(such as modifier for camo tinter, Ranger Suit, Stealth Power
Mode, etc...) requires the use of an honor system. The owner of
a hiding unit has to note on a piece of paper the specific
modifiers applicable to a unit. A random decoy pile obviously
has a specific modifier of zero. Once the detection roll is made
for a given unit, the owner of the potential hiding unit applies
the specific modifier mentally to the roll and then tells the
detecting player if the attempt is successful. As an incentive
for integrity and good accounting, if a unit is found to have
ramained hidden when, in fact, the detection roll indicated it
should have been detected, that unit is considered out of the
game (and its points value go to the opposing player for victory
determination). Unit specific modifiers are indicated on the
Detection Modifier Table; and

e. if the detection roll is successful, then the hidden unit is
revealed (ie, the counter on top removed) and can now be engaged
normally. If the detected unit was a decoy pile, the pile is
removed from the playing area.

The following rules also apply to the detection and hiding of
units:

-a unit in hiding cannot perform any action. A hiding unit that
performs an action is automatically detected.

-a hidden unit cannot be fired at, engaged with any kind of
action, such as melee, or cannot have fire missions called upon
it.

-detection within one meter is automatic.

-once detected by another unit, a unit is also detected by all
other units, not only the detecting unit.

Example: It is a daylight game and we are now the detection phase
of the turn. A unit states it is trying to detect some potential
enemy unit as indicated below:

(Figure)

The unit may try to detect units B, C and D, which are covered
with "Open Door" counters to hide their real nature. It cannot
try to detect unit A, as it is outside its 180o field of view.
Unknown to the detecting unit is the real status of piles B, C
and D:

-B = Decoy

-C = Infantry unit equipped with a camo tinter, with the
power suit in stealth power mode

-D = Decoy.

Before we proceed with the detection roll, we now determine
applicable modifiers. In parenthesis are the unit specific
modifiers that the detecting player is unaware of:

The detecting player now rolls the dice to determine if detection
is successful, starting from left to right in the unit's field of
view. It means that the unit tries to detect pile B first, C
second and D last. The die rolls are, respectively, 4, 2, and 8.
the hiding unit's player now tells the result of the attempts to
his opponent (since he must apply the camo tinter modifier
secretly as it is a hiding unit specific modifier. The results
are as follows:

Unit B, with a roll of "4" and no modifier, is successfully
detected. Since it is a decoy, this pile is removed from the
map.

Unit C. A roll of "2", modifier by +2 for half cover and +1 for
camo tinter, give a total of "5". Unit C is then detected, and
the "Open Door" counter on top of it is removed, revealing its
nature.

Unit D. A roll of "8", +1, one for light woods give a total of
"9". Since it is higher than "5", the decoy pile is undetected
and remains on the playing area.

2. AMMUNITION

Ammunition rules are used when players want to take ammunition
expenditures into account. These rules are a prerequisite for
other advanced rules, such as grenades and automatic fire.

Each weapon carries a certain number of rounds per magazine and
each soldier carries a certain number of magazines.

The number of magazines carried by a unit is standard and is
indicated on that unit's log. The number of magazines for each
weapon is indicated by empty boxes under the "Ammo" heading of
the log and can be summarized as follows:

The number of magazines carried by a unit is the same no matter
what type of rifle/pistol is carried. The number of magazines
indicated includes the magazine loaded in a weapon at the
beginning of a game. In the case of grenades, the number given
indicates how many grenades are carried (ie, these are not
grenades "magazines"). The number of rounds carried in a
magazine is indicated on the Weapons Table, under the "AMMO"
column.

Procedure. Ammunition expenditures are recorded as follows:

a. every time a round is fired, a pencil mark is made in the
"ammo" box at the bottom of the unit log;

b. when the number of rounds fired for a given weapon (ie, the
number of pencil marks in the "ammo" box) has reached a number
equal to the number of rounds per magazine (as indicated on the
Weapon Table), that magazine is empty. One of the magazine boxes
for that type of weapon (rifle, pistol or grenades) is checked
off on the unit log;

c. the weapon may not be fired again until a "reload" action
has been completed;

d. in the case of grenades, no reloading action is necessary
but, anytime a unit wants to throw a grenade, it must do s
"pick-up object" action first. Every time a grenade is thrown, a
box of the appropriate type (smoke or fragmentation) is checked
off; and

e. once all ammunition boxes are checked off for a given
weapon, the unit is out of ammo for that weapon, and it may not
be used again, unless ammunition is picked-up somewhere else
(from a dead unit, for example). The unit must then switch
weapons, using a "Weapon/Device Exchange" action. Once all the
boxes on a unit's log are checked off, that unit is out of luck
and should seriously consider the merits of melee combat.

Example: as indicated in the log below, a unit, after a few
minutes of fighting, has no fragmentation and rifle ammunition
left. It has expended one pistol magazine and has fired 3 rounds
of the remaining magazine. I has one smoke grenade left. We can
say that this unit is in trouble and should consider going on
vacation:

(figure)

3.AUTOMATIC FIRE

Some weapons have an automatic fire capability which greatly
increases their rate of fire. This added capability is used to
either do more damage to a target, to hit more than one target,
or to ensure that everybody keeps their head down.

Spike rifle, Spike carbine, SMG and OMN1 rifle in the Spike mode
are the only weapons capable of automatic fire.

The ammunition rules WILL be used when playing with automatic
fire.

When using automatic fire, a unit may fire three times per turn
but every time they fire, FIVE rounds are expended AND bursts may
be fired in consecutive subphases. If less than five rounds are
remaining, the burst consists of the rounds left.

There are two types of automatic fire: Area and concentrated.

Area fire. Area fire involves spreading a burst over an area,
hoping to hit multiple targets. The area involved is any 90o
region extending in the field of view of a unit, the vertex of
the angle being located at the unit's head.

(figure)

Examples of Suitable Areas for Automatic Fire

All units in the 90o area are engaged by the burst, enemies as
well as friendlies. Starting from the target closest to the
firing unit, fire is resolved normally with all modifiers
applicable, with the following exceptions:

-movement modifiers are ignored for both the target and firer ...
but

-Automatic fire is resolved with a +3 penalty. Another +1
penalty (cumulative) is incurred for consecutive bursts (ie, the
third consecutive burst incurs a +2 penalty).

Once automatic fire has been resolved for a particular target, it
is then resolved for the next closer target and so on. The
process is ended when:

a. a number of targets equal to the number of rounds in the
burst have been hit (don't expect to see that happening too
often); or

b. all potential targets in the 90o area have been engaged
once.

Concentrated fire. A concentrated burst allows a unit to
concentrate a whole burst at one target. A unit can only fire
twice per turn if using that mode. It can still fire the two
bursts on consecutive subphase but must fire at the same target
as the previous burst. The fire is resolved normally, using all
modifiers, including movement of both the firer and the target.
The burst is resolved at a +1 penalty and the penalty for
consecutive bursts described above applies. If the to-hit die
roll indicates a success, roll 1d10 again, divide the result by
two and ,finally, substract "1" (ie (1d10/2) - 1). Fractions
are rounded up. This result indicates how many rounds in the
burst hit the target. For example, after a successful
concentrated burst a d10 is rolled. the result is "7", hence the
number of hits is (7/2) - 1 = 3.5 - 1 = 2.5 (rounded up)= 3 hits.
Adjust the roll as follows for bursts of less than 5 rounds:

A unit must specify what type of automatic fire (area or
concentrated) is used before it is resolved.

If a unit has already fired twice during a turn (either normal
fire, area fire or concentrated fire), the only way it can fire a
third time is by using an area burst.

4. LEADERSHIP

Leadership is an essential part of combat and Infantry combat in
Phalanx is no exception. In Phalanx, when leadership rules are
used, each squad has a leader. In turn, each leader has a rating
to indicate the extent of his command control and tactic skills.

At the beginning of a game, each squad must have one of its units
designated as the leader. Smaller groupings (such as fire teams)
do not normally have leaders (unless specified in a scenario, or
as agreed by the players). Such smaller groupings are usually
grouped as one squad for leadership purposes and a leader, taken
from one of those groupings, must be appointed for them all.

A leader rating is used as a direct die roll modifier for all
initiative, rout and rally rolls. For example a leader -2 (a
good one; remember, negative modifiers are bonuses) would
subtract 2 from all initiative, rout and rally rolls. A leader's
rating is either determined by a scenario or can be acquired by
spending points when building up a squad, as follows:

Leader Rating Cost
+2 -20
+1 -10
00 00
-1 10
-2 20

A negative cost indictates that points are added to a squad total
(not subtracted) and can be used to acquire more equipment.
If a Leader's rating is not indicated anywhere, it is assumed to
be zero. When a leader dies, all bonuses/penalties incurred by
that leader's rating are gone. A leader is also required to
allow two squads to regroup into one.

5. MORALE (ROUT AND RALLY)

Morale is another cornerstone of military success. Motivated
units may be victorious even when out-numbered and out- gunned,
while, demoralized units will surrender at the first opportunity.
To show this, Phalanx uses a simple system of troop quality and
rout/rally procedures.

The moral rules must be used with the leadership rules.

Troop Quality. Troop quality in Phalanx encompasses the quality
of training, the experience and the moral of a given squad. So,
two squads on the same side may have different troop quality, but
all the members of a given squad are of the same quality. If two
squads (after incurring losses) decide to regroup, the quality of
the newly regrouped squad is the quality of the majority. For
example, if a leader regroups to battered squad, one with 3 green
units, and his own, with 4 veteran units (including himself), the
regrouped squad becomes a veteran squad.

Troop quality is determined by the scenario or as agreed by the
players. If troop quality is not specified, it is assumed to be
regular.

Rout. A rout is, simply put, a squad that panics and turns into
a low-scale version of full chaos. A squad may be caused to rout
due to heavy losses, the loss of a leader or the apparition of a
battalion of blood-sucking Barneys.

When using moral rules, the possibility of a squad going into a
rout is checked every 12 turns, for each squad or groupings under
a leader. this is done during the rout/rally phase.

For the purpose of routing, a squad is defined as any grouping
under a leader. For example, it can either be a typical 8-man
squad, or a group of fire teams, or any grouping as specified in
a scenario, etc... The operating phrase here is "chain of
command".

During the rout/rally phase, rout is checked as follows:

a. for every unit, roll a d100. (The first die giving the
tens, and the second the unit.) This gives a result from 01 to
00. Apply any modifiers as indicated on the Rout Modifier Table;

b. on a modified roll of "01" to "05", the squad goes into a
rout. The units of a routing squad/grouping can only do the
following actions:

movement actions to take cover from enemy fire,

movement actions to flee the enemy in such a way it cannot be
fired at.

A rout counter is placed on any routed units;

c. A unit will stay in a state of rout until rallied, or until
the end of the game. Once a routed unit is out of harm's way
(ie, enemy units cannot fire at it), it will stay there and
accomplish no other action until engaged in combat again. A
routing unit will do anything to avoid melee;

d. an unmodified roll of "1" indicates an automatic rout while
an unmodified roll of "100" indicates rout will not happen; and

e. a leader is never in rout. The leader of a routed unit can
either act normally (fight, accomplish action) or it may try to
rally its troops (which is probably a more sensible option).

- Penal Troops: - if leader visible to any squad member: +10
- if leader not visible to any
squad member: -10

- Per Dead/Wounded Enemy Units: +5

Rally. Rally is the action of a leader trying to have his routed
squad back in the fight. As indicated on the action table, a
rally action requires 10 sub-phases. Rally actions are the last
actions to be performed at the end of a subphase. Note also that
rally is not resolved during the rout/rally phase. Once a rally
action is completed (ie at the end of the tenth subphase), the
following procedure stands:

a. a d10 die roll is made, modified by the leader rating and
the troop quality rally modifier (see Troop Quality Table). On a
modified roll of "1" or "2", the squad/grouping is rallied. An
unmodified roll of "1" is an automatic success while an
unmodified "0", an automatic failure;

b. if the rally is a success, then all the squad units are no
longer in rout and may start acting normally during the next
subphase. If the rally fails, then the leader must try again,
using another full rally action;

c. a given leader will usually only rally his own
squad/grouping but, if required, may rally another squad. For
example, such a leader could rally a routed squad whose leader is
dead. Only one leader may attempt to rally a given squad at any
one time; and

d.if no other leaders are present/alive to rally troops, a player
may at that point designate a unit as taking charge. This unit
now becomes squad leader and can do everything a leader can do.
However, such an acting leader has a rating of +2.

Regroup. Regrouping is another action that can be undertaken by
a leader. Regrouping means taking partial squads or grouping and
merge them into one single squad/grouping under one leader.
Regrouping is usually done with squads who have taken heavy
losses or who have lost their leaders. Regrouping is automatic
and the player who wants to regroup units just have to say so
during the initiative phase. However, for regrouping to happen,
the following conditions must be met:

-a leader must be available and designated to a regrouped squad.

-only squads without a leader or that have suffered 50% losses or
more may be regrouped.

A regrouped squad may be of any size, as long as the above
conditions are met.

6. AREA EFFECT WEAPONS

The Area Effect Weapons section covers all weapons or devices
which affect an area, not a specific target, such as grenades,
smoke, nukes, etc... Excluded from this section is automatic
fire, which is covered in its own section above.

When area effect weapons rules are used, the ammunition
expenditure rules WILL be used.

GRENADES

Grenades are small hand held, thrown weapons which have some kind
of annoying effects on targets upon landing (such as turning
infantry into filet mignon). There are two types of grenades:

a. anti-personnel fragmentation grenade, which causes damage
through high speed schrapnel; and

b. smoke grenades, used to hinder detectability.

The effects of each type of grenade are explained below.

The use of grenades is regulated by the following general rules:

a. the use of grenades is conditional on the scenario or as
agreed by both players;

b. when used, two grenades of each type (ie, two fragmentation
and two smoke grenades) are carried by each unit, as indicated on
the unit logs;

c. for the sake of simplicity, grenade damage to objects, such
as walls and furniture, is ignored unless the target of a grenade
(the reason why it was thrown) is a specific object, such as a
door; and

d. the target must be seen by the throwing unit (ie, detected,
in the field of fire and a clear line of sight. A grenade may be
thrown at a target with a blocked LOS if a friendly unit can see
the target. However, this is accomplished at a penalty.

How to Use a Grenade

To use a grenade a unit:

a. must specify the type of grenade used and then cross it out
as expended on the unit's log;

b. the unit then executes a fire/throw action;

c. the player responsible for the unit then places any upside
down counter at the location he wants the grenade to land,
keeping in mind that the maximum range is 24m. The grenade may
be thrown anywhere in a unit's 180o front field of fire, as long
as the range is respected. The player will designate one
specific corner of the counter as the exact desired landing
point. This is necessary to determine damage and scatter;

figure

d. a d10 is rolled to determine if the grenade landed at the
desired point. A grenade lands at the specified location on a
"5" or less, modified for range as follows (remember, unmodified
"1s" are automatic successes and unmodified "0s", automatic
failures):

e. if a grenade misses, ie a modified roll above "5", it
scatters. Using the selected counter's corner as a reference,
roll a d10 to find the direction of scatter, based on the
throwing unit's location:

Scatter is the only time a grenade thrown may reach beyond 24m.
On the other hand, no matter what the scatter is, minimum range
is two meters: a grenade may not land behind the throwing unit!
A "roll again" result ("9" or "1"0) may only happen once. If
such a result is rolled again, ignore it and roll again until you
get a result from "1" to "8".

NOTE: These scatter rules are used for the sake of
simplicity. Since using a gridless system could involve an
infinity of scatter directions, realism was sacrificed for the
sake of playability; and

f. apply effect or damage of grenade as required (see below)
two subphases later, not counting the throwing subphase. The
turn during which the grenade will detonate should be indicated
by a counter (any will do) on the subphase track.

Examples. Joe Bloe, a well intentioned man, wants to throw a
fragmentation grenade at another unit 12 meters away. So, the
player responsible for Joe puts an upside down counter on the
target, specifying the top right corner as the desired landing
point. The target is in Joe's field of fire, Joe has a clear
line of sight and the target is within range (12 meters). The
figure below summarizes the situation. Joe's player rolls a die
and gets a 5. This result is modified by +1 for range (12 meters
is medium range). So the total is 6, a miss. We now have to
determine scatter. A roll of 7 is made, indicating a scatter to
the right of Joe's position. Since the range is medium, the
scatter distance is 2 meters. The new grenade landing point is
now determined.

(figure)

If a grenade is thrown at an obstacle (a wall), rolls of "1" and
"2" (shot long) are ignored and rerolled on the scatter table.
If a hit was obtained, no problem, it lands where desired. If
the grenade SCATTERS into an object, the point of contact with
the object becomes the landing point.

There is no time to pick up a grenade and throw it again before
it activates. However, there is time to take cover or to do a
sacrifice dive on the grenade. A unit diving on a grenade uses a
dive action and lands prone over the grenade. the unit making
the sacrifice takes damage with penetration factor increased by
two. However, no other units will be affected by the grenade.
This rule only applies to fragmentation grenades. Grenade damage
is resolved just before melee.

Smoke Grenades

A smoke grenade creates a sphere of dense smoke with a radius of
3 meters around the landing point. The smoke blocks the LOS and
affects firing and detection as determined in the proper
modifiers tables. The smoke lasts for twelve TURNS. The
starting turn and subphase for the smoke should be noted
somewhere on a log or a piece of paper.

Anti-Personnel Fragmentation Grenades

All targets (units) not under full cover are attacked
successfully by a fragmentation grenade. Half cover reduces the
penetration factor of the attack by one. Damage from a
fragmentation grenade is resolvednormally. Penetration factor is
determined as indicated below, using a target's distance from the
grenade landing point as reference:

Distance from Landing Point Penetration
1m 6
2m 4
3-4m 3
5-6m 2

No damage is done beyond six meters.

GRENADE LAUNCHERS

A grenade launcher is a device attached to a rifle that launches
self-propelled grenades. A launcher may be used on rifles only
(laser, spike, slug or anti-rifles). A grenade launcher costs 2
points and REPLACES the 4 hand grenades normally carried by a
unit.

A launcher carried 4 grenades of one given type and is NOT
reloadable. The grenade types, number and expenditure are noted
in the Ammo Box of a unit's log. A grenade launcher counter is
put on the Equipment Box of units carrying them. Damage is
determined normally by grenade type.

Firing a grenade launcher does count as firing a weapon, meaning
it is included in the Rate-of-Fire of two. However one or all
remaining grenades may be fired at once (for a maximum of 4).

Minimum range for a launcher is 10 meters. There is no maximum
range. Firing a grenade with a launcher is resolved the same way
as a hand grenade with the following exceptions:

a. a launcher requires a 4 or less to hit but the roll is not
modified for range;

b. scatter is determined as per grenades, except that the
scatter distance is always 4 meters; and

c. a launcher can be used as an indirect fire weapon, as long
as a minimum range of 15 meters is respected and that a friendly
unit can see the target. The +1 penalty still applies. A
grenade cannot be fired in a dead zone.

EXPLOSIVES

Explosive charges are used mainly for demolition purposes against
obstacles such as walls, doors, etc... There are two types of
charges in Phalanx: the general purpose plastic charge and the
armor defeating shaped charge.

Explosive charges of both kinds are represented by a counter.
The explosive charge counters are backprinted, the faces
representing either a plastic or a shaped charge. Explosives
charges must be assigned to specific units. This is indicated by
putting explosive charge counters in the equipment box of a
unit's log. A unit can carry up to two charges. To prepare a
charge, a unit must be at the location where he wants to install
the charge. Installing a charge requires an "Install Explosive"
action. Firing a charge is done using a special frequency on a
unit's communication gear. Firing an explosive charge requires a
"fire/throw" action by a unit. Any unit of a GIVEN squad may
initiate detonation. For simplicity's sake, there are no time
fuzes for explosive charges, only radio command. Like firing a
weapons, initiating a charge can be combined with a move.

A charge can be deactivated by a friendly unit using a "Use
Device" action.It may then picked up, but to set up the charge
again requires another "Install Explosive" action. Enemy unit
cannot deactivate a charge. If they try to, it blows up in their
face.

A charge may be destroyed by firing at it, but depending on the
weapons, that may cause it to blow up. If a weapon is fired a
charge, roll a d10 and check the table. Cosiders hits to be
automatic (ie no to-hit roll required):

Shaped Charge. Shaped charges are directional charge designed to
defeat armor of any kind. In Phalanx they are used to make holes
in walls, doors, etc. Shaped charges are subject to the
following rules:

-they cost 10 points,

-you cannot have multiple charges,

-the charge MUST be in contact with the obstacle to pierce it,
such as touching a wall, and

-if a shaped charge is used against a door, consider the door
open. Otherwise it makes a 1 meter wide hole in the wall or
obstacle.

Damage from a shaped charge is resolved the same as grenades but
the damage pattern is different since it is directional. A
shaped charge uses the pattern below to determine damage.

(figure)

If the charge does not penetrate, Zone A and B are ignored, but
damage to the wall must still be recorded (A second charge could
be installed later).

NOTE: Charges can be concealed at the beginning of the game.
Such charge are undetected until detonated but the owner of the
charge must indicate its position on a piece of paper.

MINES

Even after 6000 years of high-tech warfare, mines remain an
effective way to turn uninvited guests into hamburger. If you
want to use them in Phalanx, here is what you have to remember:

-they cost 3 points each,

-they cannot be used inside buildings or spaceships,

-damage is determined the same way as fragmentation grenades,

-the mine used in Phalanx is the equivalent of the anti-personnel
Artillery Dispersed Mine used in Centurion,

-mines are automatically activated when an enemy unit approaches
within 1 meter of the mine,

-friendly units are unaffected by friendly mines, and

-if, by any chance, a mine is in the area of effect of an
explosion (grenade, explosive charge, etc), the mine will
detonate on a 5 or less on a d10. Normal weapons fire will not
detonate a mine.

The critical point with mines is to indicate their position
clearly. As mines cannot be placed on the playing area, for
obvious reasons, it is up to the player using them to clearly
write down the location of each mine on a piece of paper. Any
"coordinates" system can be used to indicate a mine's position
but it should be unambiguous in such a way that the opposing
player can easily understand where a mine is. This is done
before the start of the game.

It is up to the owner of a mine to indicate when a mine goes off.
To ensure integrity of players, if any irregularities occurs when
resolving mine detonation (for example, if the position indicated
for a mine is ambiguous), the mine is a dud. It will never
explode.

FIRE MISSIONS

Fire missions are what a squad leader calls for when he is in
deep poo-poo. They consist of external, off-board fire support.
there are two types of fire missions in Phalanx: Mortar strike
and Anti-Personnel Missile strike. Fire missions are subject to
the following rules:

-both players must agree to allow fire missions if not so
indicated in a scenario,

-fire missions cannot be called against buildings or spaceships
(what? ... why not ...gue!),

-fire missions can only be called by the designated squad leader.
Calling a fire mission requires a "Call Fire Mission" action,
although it can be combined with a move,

-fire missions are not affected by dead zones,

-when the "Call Fire Mission" action is announced, the player
calling it must write down clearly, on a piece of paper, the
location of the strike (as per mines locating rules above). The
squad leader of a friendly unit must see landing point, and

-at the end of the last subphase of the fire mission action, the
round hits. The player indicates the landing points and resolves
to-hit and scatter rolls as explained below. Damage is then
resolved normally. Again, if there are any irregularities, the
round is a dud.

Mortar Strike. Here is what you need to know about mortar
strikes:

-a mortar strike costs 10 points,

-a mortar requires 4 or less to hit on a d10 and there are no
modifiers,

-scatter direction of a mortar is determined normally but the
scatter distance is always 6 meters, and

-damage of a mortar strike is as same as a 3-charges multiple
plastic charge.

Missile Strike. The rules for anti-personnel missile strike are
as follows:

-a missile strike costs 15 points,

-a missile requires 6 or less (on a d10) to hit and there are no
modifiers,

-the scatter direction of a missile is determined normally but
the scatter distance is always 3 meters, and

-damage of a missile strike is the same as a 4-charges multiple
plastic charge.

7. ENVIRONMENTAL EFFECTS

The following set of rules cover such environmental conditions as
rain, snow, vacuum, night, etc. Just remember that the effects
of all the following conditions ARE CUMULATIVE.

Night. If you didn't notice already, night is dark. This
reduces visibility and thus reduces the chance of detecting and
hitting a target. The scenario may call for night conditions or
both players may agree to play at night. Night affects detection
and to-hit as indicated on the detection and to-hit modifiers
tables. Moreover, units without a power suit cannot sprint at
night. Night conditions are ignored inside buildings/spaceships
unless both sides agree there is a blackout in the building/
spaceship.

Rain. Rain conditions give a +1 penalty to detection and to-hit
rolls if the target is beyond 10 meters from the detecting/firing
unit. Again, both players must agree it is raining and effects
are negated inside building.

Snow. As per rain, but the target only needs to be beyond 5
meters for the penalty to take effect. Another +1 penalty (for a
total of +2) is incurred for targets beyond 15 meters. The base
movement of units without bounce pack is modified as follows:

walking: 1.5 meters
running: 3 meters
sprinting: 4 meters.

Vacuum. If the players agree to play in vacuum conditions (or if
a scenario calls for them), then, obviously, only unit in power
suits can be used. (Bounce Infantry, marine, standard space
suits, marine spacesuits, Naval technical suit). Vacuum will
also occur on a spaceship whose hull or airlock has been
breached, either due weapon fire or shape charges. If a unit in
a suit is hit and takes at least one level of damage, then the
suit is breached. If exactly one level of damage is taken by a
unit, then the unit takes one additional level of damage 20
subphases later and that is it (the suit seals off the breach).
If damage received is two levels or higher, then the breach is
too big to be sealed and the poor chap takes another level of
damage every twenty subphases until death terminates his/her
agony.

Hostile Environments. Hostile environments include
toxic/corrosive atmospheres, or anything similar. Effects are
the same as vacuum but has no effect inside buildings unless the
building's external walls or doors are breached or left open.

8. OPTIONAL EQUIPMENT

The next section deals with nice little gadgets and tools that
can increase the effectiveness of a squad while decreasing the
effectiveness of the enemy. Obviously, though, you must pay for
it...

GROUND SENSORS

Ground sensors are portable gizmos used to complement (and
improve on) the sensing capabilities the power suits. They
consist of sophisticated sensor arrays used to detect everything
from motion to infrared radiation (they can probably detect
cosmic rays, but that may not be very useful data when all hell
breaks loose). A more detailed description is included in the
Equipment section. Here is what you need to know about them in
terms of Phalanx:

-they are used only with detection rules,

-a ground sensor is fixed on the ground (at any suitable
location) at the beginning of the game and then, it cannot be
moved for the rest of the game,

-any successful weapon hit, including being inside the blast
radius of any explosive device (charges, grenades mortars, etc.)
will destroy a ground sensor. As per obstacles, hits are
automatic,

-a sensor can be concealed at the beginning of a game. Location
must be clearly written down by the owning player. They can also
be hidden under a holotarp (see below). Once a sensor is
detected, its location is indicated by a Ground Sensor counter,

-a ground sensor gives a -3 bonus. as indicated in the detection
rules, for detection rolls by any friendly unit. They can also
be used as spotting units for indirect mortar or missile strikes.
At the Phalanx game scale, their detection range is uniform and
unlimited,

-a ground sensor must have clear LOS to an enemy unit to detect
it. However, its LOS is not affected by smoke,

-a ground sensor only gives its bonus to friendly troops wearing
suits with a sensor helmets,

-it cannot be used by enemy forces,

-only one ground sensor is allowed per side during a game, and

-Oh! And by the way, ground sensors cost 20 points.

CAMO TINTER

A camo tinter (it stands for camouflage tinter) is a device that
allows chemical in power suits to change colour to better blend
with the surrounding environment. A camo tinter is used BEFORE a
battle starts, so it is not a device represented in the game.
Only its effects are taken into account. For a more detailed
description, see the Equipment section. The rules about camo
tinters are as follows:

-it costs 10 points and covers all troops on a side and its
effects last for one battle,

The Electronic Counter Measure (ECM) Jammer is a small multiband,
wide spectrum portable battlefield jammer, used to foil sensors
of all kinds. For more information about that little bugger, see
the Equipment section. Again, here is what you need to know
about them:

-an ECM jammer costs 20 points,

-only one per side is allowed,

-it affects detection and "to-hit" rolls of all enemy units as
indicated on the appropriate modifier table,

-at the Phalanx game scale, a jammer range is unlimited,

-a jammer has no effect on troops not wearing suits with a sensor
helmets,

-the jammer is carried by the squad leader, as indicated by a
counter in the equipment box on the unit's log,

-if the leader is killed, the jammer keeps working and can be
picked up by another friendly unit. It can be destroyed by the
enemy if fired at and hit successfully (a hit is not automatic
because of its small size). It can only be destroyed if the
jammer is on the ground or on a dead/unconscious unit. It will
also be destroyed by any explosion that renders its carrier
dead/unconscious, and

-it cannot be used by enemy forces.

HOLOTARP

A holotarp is a device used to hide people and equipment by
generating holograms that blend with the surrounding environment
(see Equipment section for details). The rules for holotarps
are:

-they are represented by a Holotarp counter on the map. their
location is immediately known by the enemy because of their
energy output,

-anything under the tarp remains undetected (invisible). Hidden
units/equipment are only detected when an enemy unit enters the
holotarp protection area. Units remain detected only as long as
an enemy unit is inside the tarp area, or until the tarp is
destroyed,

-holotarp and hidden units cannot be fired upon, nor can fire
mission be called on holotarp. However, position of
equipment/units under the holotarp must be clearly indicated on a
piece of paper, and

-a holotarp is destroyed the same way as a ground sensor.

9. TIMED PLAY

In real battle, soldiers rarely have two minutes to plan their
next one second action. So, to add a little realism to Phalanx
(and a lot of freaking out), players may agree to introduce timed
play.

Timed play consists of allowing only a limited time for a player
to decide what to do with a unit. We suggest a 10-second-
per-unit decision time (use a stop watch, a microwave timer or an
atomic clock if you want). This means that for any given unit, a
player has only 10 seconds to decide what is the next action for
that unit. Timed play has the potential to add a healthy dose of
"Fog-of-War" to your Phalanx game, not to mention speeding up the
process quite a bit.

Remember, timed play is the time allowed to decide which action
to do with a unit. It does NOT INCLUDE RESOLVING that action.
If foul-ups are to be avoided, resolving actions should be given
all the time required to be done properly. Finally, a 10-second
decision time is only a suggestion. Players may agree on a
longer (or shorter, for masochists) decision period.

10.0 SCENARIO DESIGN

Troops rarely materialize out of pure nothingness for the sole
purpose of turning their surroundings and enemies into blobs of
high quality entropy, although some would argue this. Usually
military forces meet in a given context and with specific
objectives to achieve. Scenarios are settings that do just that.
There are two types of scenarios:

a. premade: all the forces and parameters are set. Some
premade scenarios are provided in the next section. They can
also be prepared in advance by players, and

b. player-generated: scenario prepared on-the-fly when you and
your friends decide you have an urge, quite understandable, to
play Phalanx after gobbling a few beers (or pop, for minors).

Both types of scenarios use the format described below.

Scenario Format. Premade and player-generated scenarios should
provide the following information:

A) Situation. A description of the background in which the
scenario takes place. This could include historical and
political comments as well as a description of the current
military situation in which the scenario takes place. NOTE: in
player-generated scenarios this step can be omitted.

B) TOG Forces. This section describes the type, quantity and
quality of troops available to the TOG player(s). It also
includes equipment, weaponry and armour. Finally, it specifies
the groupings for the troops (squad, fire team or other
divisions), and leader characteristics.

C) Renegade/Commonwealth Forces. As above, but for the "other
side".

NOTE: In player-generated scenarios, player may either agree
on the type of forces to use or, more commonly, agree on a number
of points (usually equal on each side) from which players may
acquire their forces. This allows for more flexibility.

As a rule of thumb, 400 points allows you to get one well
equipped infantry squad plus a few goodies. For your convenience
(aren't we nice...), we have included a summary of the various
costs below. Note that if a player is in a defending role,
he/she may start the game fully hidden at a cost of 150 points.

D) Playing area Layout. The playing area, and its
configuration, to be used for the scenario is defined at this
point. Again, in player-generated scenarios, the player must
agree on a suitable playing area. At this point, the starting
positions of both forces on the playing area are specified.

E) Victory Conditions. This describes the objectives (primary
and secondary) to be met by each side in order to achieve
victory. At the end of the scenario, victory points are
calculated as follows (adding the point value of all players on
one side to get a total for that side):

F) Advanced/Optional Rules. This paragraph specifies the
advanced rules to be used in this particular scenario, such as
grenades, explosives, detection, etc.. Again, in
player-generated scenarios, both sides must agree on which rules
to use.

G) Special Conditions. This section would state any scenario
specific rules (ie, TOG forces cannot enter building until turn
5, for example).

H) Scenario Length. Finally, player-generated or the premade
scenarios will specify how many turns the scenario will last.

11.0 SCENARIOS

Here are three premade scenarios to hone your Phalanx skills.
There is one scenario covering operations in the open, one
covering building combat, and the last one involving ship
boarding.

SCENARIO 1: Definitely Not Camping

A) Situation. After the successful, but costly, invasion of
Commonwealth world, Mavinav 4, TOG 73447 Guard Legion had to be
left behind for garrison duty since rebel forces, led by
professional Renegade units, were going ahead with a rather
vicious guerrilla war "not well suited" for traditional TOG
garrison troops. To fight the Renegade scum, numerous TOG bounce
infantry squads were sent to do stalk-and-kill patrols.
Unfortunately for one of these squads, one night, the hunters
became the hunted...

B) TOG Forces. 1 squad of Regular bounce infantry. They are
all equipped with spike rifles, with the exception of one unit,
to be equipped with a slug rifle. they all wear heavy infantry
armour with bounce pack and sensor helmets. They are grouped as
a squad and the leader has a rating of "O".

C) Commonwealth Forces. Three fire teams (4 per team) of
Veteran counter-insurgency troops. Each fire team has three
units equipped with laser rifles and one with an OMNI rifle.
They wear light infantry suits with sensor helmets. They are
grouped as three fire teams. Two of the teams have a leader
rating of "0" and the third team leader, who acts as the overall
group leader, has a rating of "1".

D) Playing Area. Use all open (outside) map (?).

(1) TOG starting position. they must start at the centre of the
playing area and the whole squad must occupy an area no larger
than a 20m diameter. The TOG side must place its units first.

(2) Commonwealth starting position. The Commonwealth player may
place his units within 2 meters of any playing area edge.
However, units of any given fire team must be grouped together.

E) Victory Conditions. The primary objective of Commonwealth
forces is to rout their opponents. The primary objective of the
TOG is to kill/render unconscious a minimum of two-thirds of
their opponents. The rest of the points are calculated normally,
by body count.

G) Special Conditions. TOG forces cannot fire at Commonwealth
forces until fired upon. Ignore all terrain but elevation.
Consider the whole area as heavy woods.

H) Scenario Length. 24 turns.

SCENARIO 2: Blow the Damn Thing UP

A) Situation. TOG forces from the 73447 Guard Legion are
engaged in a rather juicy guerrilla war on planet Mavinav 4. One
major bug for the TOG has been the "rapid diffusion" of
intelligence collected by Commonwealth intelligence to all
guerrilla forces on the theatre. This proved rather "detrimental
to the TOG pacifying process" in a rather bloody, and at times
embarrassing, way. But after the local Lector Chapter was able
to get "willful cooperation" from a captured renegade agent, TOG
forces now have the location of the tight beam communication
centre responsible for most of their pain. It is pay back
time...

B) TOG Forces. 1 squad of Elite bounce infantry. They are all
equipped with spike rifles, but for one, who uses a slug rifle.
They all wear heavy armour with bounce packs and sensor helmets.
They are grouped as two fire teams. Six of the units also carry
a plastic explosive charge.

C) Commonwealth Forces. 2 squads of Regular light infantry
troops. They are all equipped with spike carbine. They wear
light infantry suits with sensor helmets. They are grouped as
two squads.

D) Playing Area. Have a one-story building over all the open
terrain map. One room is designed as the communications room
with some half cover designated as communication equipment (?).

(1) TOG starting position. Anywhere within two meters of the
outside map edge, but grouped as teams.

(2) Commonwealth starting positions. One squad outside all
units being within 10 meters of the building. One squad anywhere
inside the building.

E) Victory Conditions. the primary objective of the TOG is to
detonate three of the charges in the communication room before
the end of the game. The charges must be placed next to
communication equipment. If only one charge detonates, it is
worth 25 points. If only two charges detonate, it is worth 70
points. For any charge detonating above three, add 25 points.

G)Special Conditions. Commonwealth forces may not engage TOG
forces until fired upon. All doors are closed and locked.

H) Scenario Length: 30 turns.

SCENARIO 3: Pest Control

A) Situation. Glorious TOG navy units were able to disable (no
pun intended) the Trader Asmalis, a gunrunning and well armed
cargo ship trying to resupply guerrilla units on planet Mavina 4.
Even though the TOG gunboats took quite a beating themselves in
the process, they were able to send a squad of marines to
"officially turn Trader Asmalis into TOG territory in the name of
Ceasar's". On the other hand, the Asmalis crew did not show
their enthusiasm about their new emigration prospects...

B) TOG Forces. 1 squad of Marines. They are all equipped with
laser rifles. They all wear marine zero-G suits with sensor
helmets. Three of the units carry shaped charges. They are
grouped as a squad.

C) Commonwealth Forces. 1 fire team of Marines and one squad
of navy technical troops. All are equipped with laser rifles.
The marines wear marine zero-G suits with sensor helmets while
the technical troops wear standard spacesuits. They are grouped
as three fire teams.

D) Playing Area. Use a starship map. One room forward should
be the bridge (?).

(1) TOG starting position. The whole squad is outside, within 5
meters of one of the stern airlocks.

(2) Commonwealth starting position. Anywhere inside the ship
but only one fire team may be within 10 meters of the airlock
until it is blown open.

E) Victory Condition. TOG primary objective is to occupy the
bridge at the end of the game, and for at least three consecutive
turns. To occupy the bridge, the TOG side must have more units
on the bridge than the Commonwealth side. There is a 10 point
penalty for each Commonwealth unit on the bridge at the end of
the game. The Commonwealth primary objective is the same as TOG,
but in reverse.

F) Advanced/Optional Rules. Explosives and Vacuum rules.

G) Special Conditions. All doors and airlocks are closed and
locked. Airlock must be blown from the outside.

H) Game Length. 30 turns.

12.0 CONVERSION TO/FROM LEGIONNAIRE

This section deals with the merging of player and non-player
characters with the Legionnaire role-playing game. Remember that
Phalanx makes a great addition to any Legionnaire campaign, as it
allows battle involving many characters to be played more easily
and more smoothly, while still allowing individual characters to
have an impact on a battle.

1. CONVERTING LEGIONNAIRE CHARACTERS INTO PHALANX UNITS

To convert Legionnaire Player and non-player characters to use
them in a Phalanx setting, just apply the following guidelines:

-convert the specific weapons of Legionnaire into the generic
ones of Phalanx. This means a spike rifle is a spike rifle is a
spike rifle. The small difference between models have no impact
in Phalanx),

-give a -1 bonus to your unit (ie, converted character) for each
3 full points of combat skills with the appropriate weapon,
including melee. A skill level of 1 or 2 means a zero modifier
while a skill level of zero means a +1 penalty.

Example: a player character with Spike rifle 4, handgun 2 and
Laser rifle 0 would have, respectively, modifiers of -1, 0 and
+1.

-all non-combat characters (such as medic, engineer, technicians,
etc.) suffer a +2 penalty (instead of the +1 mentioned above),
for a zero skill in a given weapon,

-all melee weapons are ignored. Character with no melee weapon
of any kind suffer a +1 penalty in melee,

-don't forget to apply race modifiers as required,

-convert armour and helmet into equivalent generic Phalanx armor
suits. Any partial armour is considered as a tanker suit,

-characters with a land movement above (?) get a +1 meter bonus
for all kinds of movement except crawling. Bounce pack movement
is not affected,

-characters with a reaction above (?) get a -1 bonus on
initiative,

-characters with a charisma above (?) get a -1 leadership bonus,
and

-player characters are not affected by rout result although they
may use their leadership skills to rally troops.

2. CONVERSION TO LEGIONNAIRE

To convert Phalanx units into Legionnaire characters, just apply
the above guidelines in reverse, keeping in mind that each -1
bonus equals 3 skill levels.

13.0 CONVERSION TO/FROM CENTURION

The scale of Centurion compared to that of Phalanx make the two
games incompatible. But if you insist in merging the two
products, here are a few suggested guidelines:

-if while paying Centurion, you have infantry units firing at
each other, you may resolve the fight as a Phalanx battle. Just
ensure that the proper scales and terrain of the encounter are
respected on the Phalanx playing area,

-Centurion vehicles and their operation cannot be converted into
Phalanx as such. If you want to use vehicles anyway, go to the
vehicle section that follows this section (??????),

-all units of a squad in a Phalanx game may be converted in
Centurion infantry units if the need arises to transfer such
units in a Centurion setting. Just replace all the squad units
by a Centurion Infantry unit counter and record it on a Centurion
Infantry Log. Make sure that it is logged with the proper
strength (ie, that a 5-unit squad is recorded as having an IFW of
5), and

-all combat Phalanx units are considered as normal infantry.
They include Light Infantry, Counter-insurgency Troops, Penal
Infantry, Bounce Infantry and Marines. All others are considered
as bailed out tank crews.